﻿# ###################
# # SCHEME VALUES	#
# ###################
# # Determines the scheme progress loss when declining to execute it at full progress
# decline_execution_setback = -3
# major_decline_execution_setback = -5

# # Failed scheme setback values
# scheme_failed_outcome_setback_value = -7

# #Scheme progress changes, 10% of current phase duration max in days
# scheme_progress_gain = {
# 	value = scope:scheme.scheme_phase_duration
# 	subtract = scope:scheme.scheme_progress
# 	multiply = 0.1
# }
# scheme_progress_loss = {
# 	value = scope:scheme.scheme_phase_duration
# 	subtract = scope:scheme.scheme_progress
# 	multiply = -0.1
# }
# scheme_progress_33 = {
# 	value = scope:scheme.scheme_phase_duration
# 	multiply = 0.33
# }
# scheme_progress_50 = {
# 	value = scope:scheme.scheme_phase_duration
# 	multiply = 0.5
# }
# scheme_progress_66 = {
# 	value = scope:scheme.scheme_phase_duration
# 	multiply = 0.66
# }
# # Secrecy changes
# minor_secrecy_loss = -0.05
# medium_secrecy_loss = -0.1
# major_secrecy_loss  = -0.15
# minor_secrecy_gain = 0.05
# medium_secrecy_gain = 0.1
# major_secrecy_gain = 0.15

# #Watchful Modifier
# watchful_modifier_duration = 730


# # EVENT COOLDOWN FOR VARIOUS SCHEMES
# default_scheme_event_cooldown_duration_value = 730
# spy_scheme_event_cooldown_time = 365

# # BRIBES
# bribe_value = {
# 	value = 50
# 	if = {
# 		limit = {
# 			scope:recipient.ai_greed > 0
# 		}
# 		add = {
# 			value = scope:recipient.ai_greed
# 			divide = 4
# 		}
# 	}

# 	if = {
# 		limit = {
# 			scope:recipient = { is_playable_character = yes }
# 			scope:recipient.primary_title.tier < tier_duchy
# 		}
# 		multiply = 2
# 	}
# 	else_if = {
# 		limit = {
# 			scope:recipient.primary_title.tier >= tier_duchy
# 		}
# 		multiply = 3
# 	}

# 	if = {
# 		limit = {
# 			scope:recipient = {
# 				liege = scope:actor
# 				is_theocratic_lessee = yes
# 			}
# 			scope:actor.primary_title.tier < tier_duchy
# 		}
# 		multiply = 2
# 	}
# 	else_if = {
# 		limit = {
# 			scope:recipient = {
# 				liege = scope:actor
# 				is_theocratic_lessee = yes
# 			}
# 			scope:actor.primary_title.tier >= tier_duchy
# 		}
# 		multiply = 3
# 	}

# 	if = {
# 		limit = {
# 			scope:actor = {
# 				exists = dynasty
# 				dynasty = {
# 					has_dynasty_perk = guile_legacy_2
# 				}
# 			}
# 		}
# 		multiply = 0.5
# 	}

# 	if = {
# 		limit = {
# 			scope:recipient = {
# 				OR = {
# 					AND = {
# 						is_playable_character = yes
# 						government_has_flag = government_is_tribal
# 					}
# 					AND = {
# 						is_playable_character = no
# 						exists = liege
# 						liege = {
# 							government_has_flag = government_is_tribal
# 						}
# 					}
# 					AND = {
# 						is_playable_character = no
# 						exists = host
# 						host = {
# 							government_has_flag = government_is_tribal
# 						}
# 					}
# 				}
# 			}
# 		}
# 		multiply = 0.25
# 		min = 5
# 	}

# 	# Discount from BP2 imaginary friend story cycle ending
# 	if = {
# 		limit = {
# 			scope:actor = { has_character_modifier = imaginary_friend_mad_modifier }
# 		}
# 		multiply = 0.5
# 		min = 5
# 	}
# }

# greater_bribe_value = {
# 	value = { add = bribe_value }
# 	multiply = 2
# }

# prestige_bribe_value = {
# 	# Base.
# 	value = medium_prestige_value
# 	# Your tier.
# 	add = {
# 		value = 25
# 		multiply = scope:actor.highest_held_title_tier
# 	}
# 	# Their tier.
# 	add = {
# 		value = 25
# 		multiply = scope:recipient.highest_held_title_tier
# 	}
# }

# influence_bribe_value = {
# 	# Base.
# 	value = major_influence_value
# 	# Your tier.
# 	add = {
# 		value = 25
# 		multiply = scope:actor.highest_held_title_tier
# 	}
# 	# Their tier.
# 	add = {
# 		value = 25
# 		multiply = scope:recipient.highest_held_title_tier
# 	}
# }

# piety_bribe_value = {
# 	# Base.
# 	value = medium_piety_value
# 	# Your tier.
# 	add = {
# 		value = 25
# 		multiply = scope:actor.highest_held_title_tier
# 	}
# 	# Their tier.
# 	add = {
# 		value = 25
# 		multiply = scope:recipient.highest_held_title_tier
# 	}
# }

# herd_bribe_value = {
# 	# Base.
# 	value = major_herd_value_static
# 	# Your tier.
# 	add = {
# 		value = 25
# 		multiply = scope:actor.highest_held_title_tier
# 	}
# 	# Their tier.
# 	add = {
# 		value = 25
# 		multiply = scope:recipient.highest_held_title_tier
# 	}
# }

# #GIFTS
# gift_value = {
# 	value = 50
# 	if = {
# 		limit = {
# 			scope:recipient.ai_greed > 0
# 		}
# 		add = {
# 			value = scope:recipient.ai_greed
# 			divide = 4
# 		}
# 	}

# 	if = {
# 		limit = {
# 			scope:recipient = { is_playable_character = yes }
# 			scope:recipient.primary_title.tier < tier_duchy
# 		}
# 		multiply = 2
# 	}
# 	else_if = {
# 		limit = {
# 			scope:recipient.primary_title.tier >= tier_duchy
# 		}
# 		multiply = 3
# 	}

# 	if = {
# 		limit = {
# 			scope:recipient = {
# 				liege = scope:actor
# 				is_theocratic_lessee = yes
# 			}
# 			scope:actor.primary_title.tier < tier_duchy
# 		}
# 		multiply = 2
# 	}
# 	else_if = {
# 		limit = {
# 			scope:recipient = {
# 				liege = scope:actor
# 				is_theocratic_lessee = yes
# 			}
# 			scope:actor.primary_title.tier >= tier_duchy
# 		}
# 		multiply = 3
# 	}

# 	if = {
# 		limit = {
# 			scope:actor = {
# 				exists = dynasty
# 				dynasty = {
# 					has_dynasty_perk = fp1_adventure_legacy_2
# 				}
# 			}
# 		}
# 		multiply = 0.5
# 	}

# 	if = {
# 		limit = {
# 			scope:recipient = {
# 				OR = {
# 					AND = {
# 						is_playable_character = yes
# 						government_has_flag = government_is_tribal
# 					}
# 					AND = {
# 						is_playable_character = no
# 						exists = liege
# 						liege = {
# 							government_has_flag = government_is_tribal
# 						}
# 					}
# 					AND = {
# 						is_playable_character = no
# 						exists = host
# 						host = {
# 							government_has_flag = government_is_tribal
# 						}
# 					}
# 				}
# 			}
# 		}
# 		multiply = 0.25
# 		min = 5
# 	}
# }

# bribe_acceptance_value = {
# 	value = 10
# 	if = {
# 		limit = {
# 			root.ai_greed > 0
# 		}
# 		add = root.ai_greed
# 	}
# 	divide = 5
# 	ceiling = yes
# 	multiply = 5
# }

# sway_opinion_increase_per_success = 25
# sway_max_value = 100

# # Claim Throne values
# claim_throne_discovered_prestige_loss = {
# 	value = major_prestige_loss
# }
# claim_throne_discovered_failure_prestige_loss = {
# 	value = medium_prestige_loss
# }

# # Vengeful Trait Scheme Success Chance Modifier
# vengeful_scheme_success_chance_modifier = 15

# court_scheme_max_compatability_value = {
# 	value = 30
# 	if = {
# 		limit = {
# 			culture = {
# 				has_cultural_parameter = ai_romance_scheme_increase
# 			}
# 		}
# 		add = 70
# 	}
# }

# ##################################################
# # Schemes 2.5

# ##################################################
# # Misc Values

# # Script copy of a define for easier, more legible referencing.
# opportunity_cap_value = { value = define:NScheme|SCHEME_MAX_OPPORTUNITIES }

# ##################################################
# # Parameter Values

# # Control values for scheme parameters
# ## There's gonna be a lot of dumb letter abbreviations here, just go with it: the script will _not_ be readable by mortal eyes if we write the whole thing out.
# ## t1 is slow.
# ## t2 is average.
# ## t3 is fast.
# ### Base Progress Goal
# #### Each one is the _base_ length for a phase to take for schemes of that tempo, before speed modifiers are applied.
# t3_base_phase_length_value = 70
# t2_base_phase_length_value = 120
# t1_base_phase_length_value = 170
# ### Base Maximum Success
# #### Max success before agents.
# t1_base_max_success_value = 20
# t2_base_max_success_value = 30
# t3_base_max_success_value = 40
# ### Speed per Skill Point
# #### How many days we knock off phase duration per relevant skill point of the scheme owner.
# t3_spsp_owner_value = -0.5
# t2_spsp_owner_value = -0.25
# t1_spsp_owner_value = -0.1
# ### Speed per Target Skill Point
# #### How many days we add on to phase duration per relevant skill point of the scheme target.
# t3_spsp_target_value = 0.3
# t2_spsp_target_value = 0.1
# t1_spsp_target_value = 0.05
# ### Spymaster Speed per Skill Point
# #### How many days we knock off phase duration per relevant skill point of the scheme owner's spymaster.
# t3_spsp_owner_spy_value = -0.3
# t2_spsp_owner_spy_value = -0.15
# t1_spsp_owner_spy_value = -0.05
# ### Target Spymaster Speed per Skill Point
# #### How many days we add on to phase duration per relevant skill point of the scheme target's spymaster.
# t3_spsp_target_spy_value = 0.3
# t2_spsp_target_spy_value = 0.1
# t1_spsp_target_spy_value = 0.05
# ### Success Chance Growth per Skill Point
# #### How much success chance per phase per relevant skill point of the scheme owner.
# laamp_contract_scgpsp_value = 0.7
# t3_scgpsp_value = 0.6
# t2_scgpsp_value = 0.45
# t1_scgpsp_value = 0.3

# # Scheme speed standardisation modifiers.
# ## Speeding up a scheme.
# microscopic_scheme_phase_duration_bonus_value = -2
# miniscule_scheme_phase_duration_bonus_value = -5
# minor_scheme_phase_duration_bonus_value = -10
# medium_scheme_phase_duration_bonus_value = -20
# major_scheme_phase_duration_bonus_value = -40
# massive_scheme_phase_duration_bonus_value = -60
# monumental_scheme_phase_duration_bonus_value = -100
# ## Slowing down a scheme.
# microscopic_scheme_phase_duration_malus_value = 2
# miniscule_scheme_phase_duration_malus_value = 5
# minor_scheme_phase_duration_malus_value = 10
# medium_scheme_phase_duration_malus_value = 20
# major_scheme_phase_duration_malus_value = 40
# massive_scheme_phase_duration_malus_value = 60
# monumental_scheme_phase_duration_malus_value = 100

# ##################################################
# # Success Chance Values

# scheme_phases_till_max_success_value = {
# 	value = max_scheme_success_chance
# 	subtract = scheme_success_chance
# 	#TODO_CD_EP3; get the actual scheme growth value from Code, this is just keyed to murder.
# 	divide = {
# 		value = scheme_owner.intrigue
# 		multiply = 0.3
# 	}
# 	ceiling = yes
# }

# # What % intercept chance does this thing grant against murder schemes?
# ## We don't use these for court positions, generally, because we want more fine-tuning per court position & between their breakpoints.
# add_intercept_repeatable_minor_value = 2
# add_intercept_repeatable_medium_value = 5
# add_intercept_repeatable_major_value = 10
# add_intercept_repeatable_massive_value = 20

# scheme_intercept_repeatable_chance_total_value = {
# 	# Court positions.
# 	## Remember with all of these: it's an aggregate, so if you give one court position (_especially_ one that you can have multiple of) too much, then you may render a character unmurderable.
# 	## Bodyguard.
# 	### Has subsumed the shieldmaiden/varangian variants: means we don't have to iterate over courtiers.
# 	if = {
# 		limit = { employs_court_position = bodyguard_court_position }
# 		every_court_position_holder = {
# 			type = bodyguard_court_position
# 			limit = { bodyguard_will_actually_do_job_trigger = yes }
# 			# Now we add aptitude per breakpoint, starting highest to lowest.
# 			## Excellent
# 			if = {
# 				limit = { aptitude:bodyguard_court_position >= 4 }
# 				add = 10
# 			}
# 			## Good
# 			else_if = {
# 				limit = { aptitude:bodyguard_court_position = 3 }
# 				add = 8
# 			}
# 			## Average
# 			else_if = {
# 				limit = { aptitude:bodyguard_court_position = 2 }
# 				add = 6
# 			}
# 			## Poor
# 			else_if = {
# 				limit = { aptitude:bodyguard_court_position = 1 }
# 				add = 4
# 			}
# 			## Terrible
# 			else = { add = 2 }
# 		}
# 	}
# 	## Food taster.
# 	if = {
# 		limit = { employs_court_position = food_taster_court_position }
# 		every_court_position_holder = {
# 			type = food_taster_court_position
# 			limit = { foodtaster_will_actually_do_job_trigger = yes }
# 			# Now we add aptitude per breakpoint, starting highest to lowest.
# 			## Excellent
# 			if = {
# 				limit = { aptitude:food_taster_court_position >= 4 }
# 				add = 8
# 			}
# 			## Good
# 			else_if = {
# 				limit = { aptitude:food_taster_court_position = 3 }
# 				add = 6
# 			}
# 			## Average
# 			else_if = {
# 				limit = { aptitude:food_taster_court_position = 2 }
# 				add = 4
# 			}
# 			## Poor
# 			else_if = {
# 				limit = { aptitude:food_taster_court_position = 1 }
# 				add = 2
# 			}
# 			## Terrible
# 			else = { add = 1 }
# 		}
# 	}
# 	## Cupbearer.
# 	if = {
# 		limit = { employs_court_position = cupbearer_court_position }
# 		every_court_position_holder = {
# 			type = cupbearer_court_position
# 			limit = { cupbearer_will_actually_do_job_trigger = yes }
# 			# Now we add aptitude per breakpoint, starting highest to lowest.
# 			## Excellent
# 			if = {
# 				limit = { aptitude:cupbearer_court_position >= 4 }
# 				add = 3
# 			}
# 			## Good
# 			else_if = {
# 				limit = { aptitude:cupbearer_court_position = 3 }
# 				add = 2
# 			}
# 			## Average
# 			else_if = {
# 				limit = { aptitude:cupbearer_court_position = 2 }
# 				add = 1
# 			}
# 			## Poor
# 			else_if = {
# 				limit = { aptitude:cupbearer_court_position = 1 }
# 				add = 0
# 			}
# 			## Terrible
# 			else = { add = 0 }
# 		}
# 	}
# 	# Traits.
# 	## Gluttonous.
# 	if = {
# 		limit = { has_trait = gluttonous }
# 		add = add_intercept_repeatable_minor_value
# 	}
# 	# Character modifiers.
# 	## Personal guard.
# 	if = {
# 		limit = { has_character_modifier = spouse_martial_personal_guard_modifier }
# 		add = add_intercept_repeatable_major_value
# 	}

# 	# You can never have more than a certain amount of intercept value.
# 	max = 75
# }

# ##################################################
# # Secrecy Values

# # Cap secrecy for the scheme_owner to a sensible maximum value so that you can't single-handedly cover up for every gossip in the world.
# secrecy_skill_contribution_max_value = 40

# secrecy_base_value = {
# 	add = {
# 		value = 20
# 		desc = BASE
# 	}
# 	# Reduce by the target's scheme discovery chance, if appropriate.
# 	if = {
# 		limit = {
# 			# Scheme has to exist already.
# 			exists = this
# 			# We gotta be facing a character.
# 			is_scheme_target_type = character
# 			# Do they have a spymaster...
# 			scheme_target_character.cp:councillor_spymaster ?= {
# 				# ... who is performing the appropriate task...
# 				is_performing_council_task = task_disrupt_schemes
# 				NOR = {
# 					# ... who _isn't_ the scheme owner...
# 					this = scope:owner
# 					# ... or an agent in the scheme.
# 					save_temporary_scope_as = char_temp
# 					root = {
# 						any_scheme_agent_character = { this = scope:char_temp }
# 					}
# 				}
# 			}
# 		}
# 		add = {
# 			value = scope:target.cp:councillor_spymaster.spymaster_disrupt_schemes_total_modifier
# 			multiply = -1
# 			desc = secrecy.scheme_owner.spymaster.disrupt_schemes
# 		}
# 	}
# }
# secrecy_agent_count_reduction_value = {
# 	add = {
# 		value = {
# 			every_scheme_agent_slot = {
# 				limit = {
# 					is_filled = yes
# 					NOT = { agent_slot_has_contribution_type = secrecy }
# 				}
# 				add = -10
# 			}
# 		}
# 		desc = secrecy.num_agents
# 	}
# }

# # How many months, by default, before a scheme can be discovered in the monthly check?
# ## Schemes can always be discovered when they attempt conclusion.
# ## Only referenced in one spot in script, but we use a script value regardless so that we can refer to it in loc.
# secrecy_grace_period_value = 6

# # How many extra months of grace you get from the Court of Shadows lifestyle perk.
# court_of_shadows_extra_secrecy_grace_value = 4

# # The actual value checked for starting grace on a scheme — any extra bonuses can be fed in here (though you can also adjust it on the fly by modifying the variable set on the scheme itself).
# secrecy_grace_character_total_starting_value = {
# 	value = secrecy_grace_period_value
# 	scope:scheme_launcher ?= {
# 		if = {
# 			limit = { has_perk = court_of_shadows_perk }
# 			add = court_of_shadows_extra_secrecy_grace_value
# 		}
# 	}
# }

# # Calc if the next scheme breach we get would destroy the scoped scheme.
# scheme_breaches_about_to_hit_limit_value = {
# 	value = maximum_scheme_breaches
# 	add = -1
# }

# ##################################################
# # Interaction Values

# # Standardised scheme starter package values, so that we can fake it for the widget.
# scheme_starter_bonus_success_chance_value = 20
# scheme_starter_bonus_secrecy_value = 25
# scheme_starter_bonus_speed_value = -20

# scheme_starter_duration_value = 8
# scheme_starter_success_chance_cost_value = { value = major_gold_value }
# scheme_starter_speed_cost_value = { value = medium_gold_value }
# scheme_starter_secrecy_cost_value = { value = minor_gold_value }

# ##################################################
# # Agent Values

# # How many agents can a character have in a scheme before they're forced to make a final try?
# character_max_scheme_agents_value = 5

# # How many agent slots are filled in the scheme atm?
# current_scheme_filled_agent_slots_value = {
# 	every_scheme_agent_slot = {
# 		limit = { is_filled = yes }
# 		add = 1
# 	}
# }

# # How much do we reduce the weight on agent types that we already have in a scheme?
# weight_down_existing_agent_slots_value = 0.5

# # What're the upper and lower constraints for how much contribution an agent can give?
# ## Because we don't want any agent to insta-boost you too high.
# agent_scheme_contributor_max = 50
# ## Aaaaaand it's just way less of a headache of edge cases if they're never literally zero.
# agent_scheme_contributor_min = 1


# # Standard base value for agent contribution.
# ## Atm, we only really use this for calculating degree of closeness bonuses for agents in hostile schemes.
# ## Nothing stopping it from being updated for something like the inverse, though: best friends better at the plan_surprise_party scheme or whatever.
# ### Control values.
# scheme_agent_general_bonuses_contribution_score_bonus_max_value = agent_max_skill_value
# scheme_agent_general_bonuses_contribution_score_bonus_massive_value = 30
# scheme_agent_general_bonuses_contribution_score_bonus_major_value = 20
# scheme_agent_general_bonuses_contribution_score_bonus_medium_value = 10
# scheme_agent_general_bonuses_contribution_score_bonus_minor_value = 5
# scheme_agent_general_bonuses_contribution_score_bonus_miniscule_value = 2
# ### Actual value.
# scheme_agent_general_bonuses_contribution_score_value = {
# 	# First off, are we dealing with a hostile scheme against a character or a title?
# 	if = {
# 		limit = {
# 			exists = scope:target
# 			trigger_if = {
# 				limit = {
# 					scope:scheme ?= {
# 						is_scheme_target_type = character
# 						is_scheme_category = hostile
# 					}
# 				}
# 				scope:scheme ?= {
# 					scheme_target_character = { save_temporary_scope_as = target_character }
# 				}
# 			}
# 			trigger_else_if = {
# 				limit = {
# 					scope:scheme ?= {
# 						is_scheme_target_type = title
# 						is_scheme_category = hostile
# 					}
# 				}
# 				scope:scheme ?= {
# 					scheme_target_title.holder ?= { save_temporary_scope_as = target_character }
# 				}
# 			}
# 			trigger_else = { always = no }
# 		}
# 		# Do we have a scope:target_character to play with now?
# 		if = {
# 			limit = { exists = scope:target_character }
# 			# Degree of closeness to target.
# 			if = {
# 				limit = {
# 					scope:target_character = {
# 						is_ruler = yes
# 						cp:councillor_spymaster ?= prev
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_max_value
# 					desc = "SCHEME_AGENT_IS_SPYMASTER_IN_MY_COURT"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					scope:target_character = { is_ruler = no }
# 					has_council_position = councillor_spymaster
# 					scope:target_character.liege.cp:councillor_spymaster ?= this
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_max_value
# 					desc = "SCHEME_AGENT_IS_SPYMASTER"
# 				}
# 			}
# 			else_if = {
# 				limit = { is_spouse_of = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_massive_value
# 					desc = "SCHEME_AGENT_IS_SPOUSE"
# 				}
# 			}
# 			else_if = {
# 				limit = { has_relation_best_friend = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_massive_value
# 					desc = "SCHEME_AGENT_IS_BEST_FRIEND"
# 				}
# 			}
# 			else_if = {
# 				limit = { has_relation_ward = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_massive_value
# 					desc = "SCHEME_AGENT_IS_GUARDIAN"
# 				}
# 			}
# 			else_if = {
# 				limit = { is_diarch_of_target = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_massive_value
# 					desc = "SCHEME_AGENT_IS_DIARCH"
# 				}
# 			}
# 			else_if = {
# 				limit = { has_relation_friend = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_FRIEND"
# 				}
# 			}
# 			else_if = {
# 				limit = { is_concubine_of = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_CONCUBINE"
# 				}
# 			}
# 			else_if = {
# 				limit = { has_relation_lover = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_LOVER"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					has_court_position = court_physician_court_position
# 					is_court_position_employer = {
# 						court_position = court_physician_court_position
# 						who = scope:target_character
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_COURT_PHYSICIAN"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					has_court_position = food_taster_court_position
# 					is_court_position_employer = {
# 						court_position = food_taster_court_position
# 						who = scope:target_character
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_FOOD_TASTER"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					has_court_position = cupbearer_court_position
# 					is_court_position_employer = {
# 						court_position = cupbearer_court_position
# 						who = scope:target_character
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_CUP_BEARER"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					has_court_position = chief_eunuch_court_position
# 					is_court_position_employer = {
# 						court_position = chief_eunuch_court_position
# 						who = scope:target_character
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_CHIEF_EUNUCH"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					has_court_position = bodyguard_court_position
# 					is_court_position_employer = {
# 						court_position = bodyguard_court_position
# 						who = scope:target_character
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_major_value
# 					desc = "SCHEME_AGENT_IS_BODYGUARD"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					has_court_position = lady_in_waiting_court_position
# 					is_court_position_employer = {
# 						court_position = lady_in_waiting_court_position
# 						who = scope:target_character
# 					}
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_minor_value
# 					desc = "SCHEME_AGENT_IS_LADY_IN_WAITING"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					is_councillor_of = scope:target_character
# 					NOT = { has_council_position = councillor_spymaster }
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_medium_value
# 					desc = "SCHEME_AGENT_IS_COUNCILLOR"
# 				}
# 			}
# 			else_if = {
# 				limit = { is_close_family_of = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_medium_value
# 					desc = "SCHEME_AGENT_IS_CLOSE_KIN"
# 				}
# 			}
# 			else_if = {
# 				limit = { is_powerful_vassal_of = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_minor_value
# 					desc = "SCHEME_AGENT_IS_POWERFUL_VASSAL"
# 				}
# 			}
# 			else_if = {
# 				limit = { is_extended_family_of = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_minor_value
# 					desc = "SCHEME_AGENT_IS_EXTENDED_FAMILY"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					scope:target_character = { is_ruler = yes }
# 					is_ruler = yes
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_miniscule_value
# 					desc = "SCHEME_AGENT_IS_VASSAL"
# 				}
# 			}
# 			else_if = {
# 				limit = {
# 					scope:target_character = { is_ruler = no }
# 					is_ruler = yes
# 				}
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_miniscule_value
# 					desc = "SCHEME_AGENT_IS_VASSAL_OF_LIEGE"
# 				}
# 			}
# 			# Rivalry boosts an agent's industriousness.
# 			if = {
# 				limit = { has_relation_nemesis = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_medium_value
# 					desc = "SCHEME_AGENT_IS_NEMESIS"
# 				}
# 			}
# 			else_if = {
# 				limit = { has_relation_rival = scope:target_character }
# 				add = {
# 					add = scheme_agent_general_bonuses_contribution_score_bonus_minor_value
# 					desc = "SCHEME_AGENT_IS_RIVAL"
# 				}
# 			}
# 		}
# 	}
# 	# Otherwise nada.
# 	else = { value = 0 }
# }

# # Agent contribution setup values.
# # How much can any one of an agent's skills contribute to their score?
# agent_max_skill_value = 25

# # Ratio of 75% major skill to 25% minor skill.
# agent_3to1_3_skill_mult_value = 0.75
# agent_3to1_1_skill_mult_value = 0.25

# # Ratio of 50% between two skills.
# agent_1to1_1_skill_mult_value = 0.5

# # Ratio of 50% major skill to 25% for two minor skills.
# agent_2to1to1_2_skill_mult_value = 0.5
# agent_2to1to1_1_skill_mult_value = 0.25

# # Trait bonus'n'malus tiers.
# agent_trait_bonus_t3_value = 9
# agent_trait_bonus_t2_value = 6
# agent_trait_bonus_t1_value = 3
# agent_trait_malus_t1_value = -3
# agent_trait_malus_t2_value = -6
# agent_trait_malus_t3_value = -9

# # Political Schemem agent values
# political_agent_max_skill_value = 15
# agent_house_power_score_mult = 0.1
# agent_max_house_power_value = 30

# agent_house_power_score_value = {
# 	value = 0 
# 	if = {
# 		limit = { exists = house }
# 		add = house.house_power_score
# 	}
# 	multiply = agent_house_power_score_mult
# 	ceiling = yes 
# 	max = agent_max_house_power_value
# 	desc = scheme_agent_aptitude.scaled_house_power_score
# }

# # Sync values for agents that have multiple contribution types.
# ## Justiciar.
# agent_justiciar_contribution_value = {
# 	# Base value.
# 	value = scheme_agent_general_bonuses_contribution_score_value
# 	# Skills
# 	## Learning
# 	add = {
# 		value = learning
# 		multiply = agent_3to1_3_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.learning
# 	}
# 	## Diplomacy
# 	add = {
# 		value = diplomacy
# 		multiply = agent_3to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.diplomacy
# 	}
# 	# Traits
# 	## Bonuses
# 	### +++ Just
# 	if = {
# 		limit = { has_trait = just }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.just
# 		}
# 	}
# 	### +++ Diligent
# 	if = {
# 		limit = { has_trait = diligent }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.diligent
# 		}
# 	}
# 	### +++ Honest
# 	if = {
# 		limit = { has_trait = honest }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.honest
# 		}
# 	}
# 	### ++ Patient
# 	if = {
# 		limit = { has_trait = patient }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.patient
# 		}
# 	}
# 	### + Paranoid
# 	if = {
# 		limit = { has_trait = paranoid }
# 		add = {
# 			value = agent_trait_bonus_t1_value
# 			desc = scheme_agent_aptitude.trait.paranoid
# 		}
# 	}
# 	## Maluses
# 	### - Trusting
# 	if = {
# 		limit = { has_trait = trusting }
# 		add = {
# 			value = agent_trait_malus_t1_value
# 			desc = scheme_agent_aptitude.trait.trusting
# 		}
# 	}
# 	### -- Impatient
# 	if = {
# 		limit = { has_trait = impatient }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.impatient
# 		}
# 	}
# 	### --- Deceitful
# 	if = {
# 		limit = { has_trait = deceitful }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.deceitful
# 		}
# 	}
# 	### --- Diligent
# 	if = {
# 		limit = { has_trait = diligent }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.diligent
# 		}
# 	}
# 	### --- Arbitrary
# 	if = {
# 		limit = { has_trait = arbitrary }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.arbitrary
# 		}
# 	}

# 	# Cap this off.
# 	max = agent_scheme_contributor_max
# 	min = agent_scheme_contributor_min
# }
# ## Wrangler
# agent_wrangler_contribution_value = {
# 	value = scheme_agent_general_bonuses_contribution_score_value
# 	# Skills
# 	## Diplomacy
# 	add = {
# 		value = diplomacy
# 		multiply = agent_3to1_3_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.diplomacy
# 	}
# 	## Intrigue
# 	add = {
# 		value = intrigue
# 		multiply = agent_3to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.intrigue
# 	}
# 	# Traits
# 	## Bonuses
# 	### +++ Gregarious
# 	if = {
# 		limit = { has_trait = gregarious }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.gregarious
# 		}
# 	}
# 	### +++ Diplomat
# 	if = {
# 		limit = { has_trait = diplomat }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.diplomat
# 		}
# 	}
# 	### ++ Arrogant
# 	if = {
# 		limit = { has_trait = arrogant }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.arrogant
# 		}
# 	}
# 	### ++ Ambitious
# 	if = {
# 		limit = { has_trait = ambitious }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.ambitious
# 		}
# 	}
# 	### + Eccentric
# 	if = {
# 		limit = { has_trait = eccentric }
# 		add = {
# 			value = agent_trait_bonus_t1_value
# 			desc = scheme_agent_aptitude.trait.eccentric
# 		}
# 	}
# 	## Maluses
# 	### - Temperate
# 	if = {
# 		limit = { has_trait = temperate }
# 		add = {
# 			value = agent_trait_malus_t1_value
# 			desc = scheme_agent_aptitude.trait.temperate
# 		}
# 	}
# 	### -- Humble
# 	if = {
# 		limit = { has_trait = humble }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.humble
# 		}
# 	}
# 	### -- Trusting
# 	if = {
# 		limit = { has_trait = trusting }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.trusting
# 		}
# 	}
# 	### --- Content
# 	if = {
# 		limit = { has_trait = content }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.content
# 		}
# 	}
# 	### --- Forgiving
# 	if = {
# 		limit = { has_trait = forgiving }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.forgiving
# 		}
# 	}
# 	### --- Shy
# 	if = {
# 		limit = { has_trait = shy }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.shy
# 		}
# 	}
# 	# Cap this off.
# 	max = agent_scheme_contributor_max
# 	min = agent_scheme_contributor_min
# }
# ## Cleric
# agent_cleric_contribution_value = {
# 	# Base value.
# 	value = scheme_agent_general_bonuses_contribution_score_value
# 	# Skills
# 	## Diplomacy
# 	add = {
# 		value = diplomacy
# 		multiply = agent_3to1_3_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.diplomacy
# 	}
# 	## Learning
# 	add = {
# 		value = learning
# 		multiply = agent_3to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.learning
# 	}
# 	# Traits
# 	## Bonuses
# 	### +++ Zealous
# 	if = {
# 		limit = { has_trait = zealous }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.zealous
# 		}
# 	}
# 	### ++ Humble
# 	if = {
# 		limit = { has_trait = humble }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.humble
# 		}
# 	}
# 	### ++ Diligent
# 	if = {
# 		limit = { has_trait = diligent }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.diligent
# 		}
# 	}
# 	### + Honest
# 	if = {
# 		limit = { has_trait = honest }
# 		add = {
# 			value = agent_trait_bonus_t1_value
# 			desc = scheme_agent_aptitude.trait.honest
# 		}
# 	}
# 	## Maluses
# 	### - Deceitful
# 	if = {
# 		limit = { has_trait = deceitful }
# 		add = {
# 			value = agent_trait_malus_t1_value
# 			desc = scheme_agent_aptitude.trait.deceitful
# 		}
# 	}
# 	### -- Lazy
# 	if = {
# 		limit = { has_trait = lazy }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.lazy
# 		}
# 	}
# 	### -- Arrogant
# 	if = {
# 		limit = { has_trait = arrogant }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.arrogant
# 		}
# 	}
# 	### --- Cynical
# 	if = {
# 		limit = { has_trait = cynical }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.cynical
# 		}
# 	}

# 	# Cap this off.
# 	max = agent_scheme_contributor_max
# 	min = agent_scheme_contributor_min
# }
# ## Theologian
# agent_theologian_contribution_value = {
# 	# Base value.
# 	value = scheme_agent_general_bonuses_contribution_score_value
# 	# Skills
# 	## Learning
# 	add = {
# 		value = learning
# 		multiply = agent_3to1_3_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.learning
# 	}
# 	## Diplomacy
# 	add = {
# 		value = diplomacy
# 		multiply = agent_3to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.diplomacy
# 	}
# 	# Traits
# 	## Bonuses
# 	### +++ Just
# 	if = {
# 		limit = { has_trait = just }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.just
# 		}
# 	}
# 	### +++ Zealous
# 	if = {
# 		limit = { has_trait = zealous }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.zealous
# 		}
# 	}
# 	### +++ Stubborn
# 	if = {
# 		limit = { has_trait = stubborn }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.stubborn
# 		}
# 	}
# 	### ++ Calm (we like both measured responses...)
# 	if = {
# 		limit = { has_trait = calm }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.calm
# 		}
# 	}
# 	### ++ Wrathful (... and less measured ones)
# 	if = {
# 		limit = { has_trait = wrathful }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.wrathful
# 		}
# 	}
# 	### ++ Diligent
# 	if = {
# 		limit = { has_trait = diligent }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.diligent
# 		}
# 	}
# 	### + Eccentric
# 	if = {
# 		limit = { has_trait = eccentric }
# 		add = {
# 			value = agent_trait_bonus_t1_value
# 			desc = scheme_agent_aptitude.trait.eccentric
# 		}
# 	}
# 	## Maluses
# 	### -- Lazy
# 	if = {
# 		limit = { has_trait = lazy }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.lazy
# 		}
# 	}
# 	### --- Fickle
# 	if = {
# 		limit = { has_trait = fickle }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.fickle
# 		}
# 	}
# 	### --- Cynical
# 	if = {
# 		limit = { has_trait = cynical }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.cynical
# 		}
# 	}
# 	### --- Arbitrary
# 	if = {
# 		limit = { has_trait = arbitrary }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.arbitrary
# 		}
# 	}

# 	# Cap this off.
# 	max = agent_scheme_contributor_max
# 	min = agent_scheme_contributor_min
# }
# ## Lookout
# agent_lookout_contribution_value = {
# 	# Base value.
# 	value = scheme_agent_general_bonuses_contribution_score_value
# 	# Skills
# 	## Intrigue
# 	add = {
# 		value = intrigue
# 		multiply = agent_3to1_3_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.intrigue
# 	}
# 	## Martial
# 	add = {
# 		value = martial
# 		multiply = agent_3to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.martial
# 	}
# 	# Traits
# 	## Bonuses
# 	### +++ Patient
# 	if = {
# 		limit = { has_trait = patient }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.patient
# 		}
# 	}
# 	### +++ Diligent
# 	if = {
# 		limit = { has_trait = diligent }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.diligent
# 		}
# 	}
# 	### +++ Paranoid
# 	if = {
# 		limit = { has_trait = paranoid }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.paranoid
# 		}
# 	}
# 	### + Brave
# 	if = {
# 		limit = { has_trait = brave }
# 		add = {
# 			value = agent_trait_bonus_t1_value
# 			desc = scheme_agent_aptitude.trait.brave
# 		}
# 	}
# 	## Maluses
# 	### - Craven
# 	if = {
# 		limit = { has_trait = craven }
# 		add = {
# 			value = agent_trait_malus_t1_value
# 			desc = scheme_agent_aptitude.trait.craven
# 		}
# 	}
# 	### -- Trusting
# 	if = {
# 		limit = { has_trait = trusting }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.trusting
# 		}
# 	}
# 	### --- Lazy
# 	if = {
# 		limit = { has_trait = lazy }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.lazy
# 		}
# 	}
# 	### --- Impatient
# 	if = {
# 		limit = { has_trait = impatient }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.impatient
# 		}
# 	}

# 	# Cap this off.
# 	max = agent_scheme_contributor_max
# 	min = agent_scheme_contributor_min
# }
# ## Gabbler
# agent_gabbler_contribution_value = {
# 	# Base value.
# 	value = scheme_agent_general_bonuses_contribution_score_value
# 	# Skills
# 	## Diplomacy
# 	add = {
# 		value = diplomacy
# 		multiply = agent_1to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.diplomacy
# 	}
# 	## Intrigue
# 	add = {
# 		value = intrigue
# 		multiply = agent_1to1_1_skill_mult_value
# 		ceiling = yes
# 		max = agent_max_skill_value
# 		desc = scheme_agent_aptitude.skill.intrigue
# 	}
# 	# Traits
# 	## Bonuses
# 	### +++ Gregarious
# 	if = {
# 		limit = { has_trait = gregarious }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.gregarious
# 		}
# 	}
# 	### +++ Eccentric
# 	if = {
# 		limit = { has_trait = eccentric }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.eccentric
# 		}
# 	}
# 	### +++ Fickle
# 	if = {
# 		limit = { has_trait = fickle }
# 		add = {
# 			value = agent_trait_bonus_t3_value
# 			desc = scheme_agent_aptitude.trait.fickle
# 		}
# 	}
# 	### ++ Arrogant
# 	if = {
# 		limit = { has_trait = arrogant }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.arrogant
# 		}
# 	}
# 	### ++ Lazy
# 	if = {
# 		limit = { has_trait = lazy }
# 		add = {
# 			value = agent_trait_bonus_t2_value
# 			desc = scheme_agent_aptitude.trait.lazy
# 		}
# 	}
# 	### + Brave
# 	if = {
# 		limit = { has_trait = brave }
# 		add = {
# 			value = agent_trait_bonus_t1_value
# 			desc = scheme_agent_aptitude.trait.brave
# 		}
# 	}
# 	## Maluses
# 	### - Craven
# 	if = {
# 		limit = { has_trait = craven }
# 		add = {
# 			value = agent_trait_malus_t1_value
# 			desc = scheme_agent_aptitude.trait.craven
# 		}
# 	}
# 	### -- Diligent
# 	if = {
# 		limit = { has_trait = diligent }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.diligent
# 		}
# 	}
# 	### -- Humble
# 	if = {
# 		limit = { has_trait = humble }
# 		add = {
# 			value = agent_trait_malus_t2_value
# 			desc = scheme_agent_aptitude.trait.humble
# 		}
# 	}
# 	### --- Stubborn
# 	if = {
# 		limit = { has_trait = stubborn }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.stubborn
# 		}
# 	}
# 	### --- Shy
# 	if = {
# 		limit = { has_trait = shy }
# 		add = {
# 			value = agent_trait_malus_t3_value
# 			desc = scheme_agent_aptitude.trait.shy
# 		}
# 	}

# 	# Cap this off.
# 	max = agent_scheme_contributor_max
# 	min = agent_scheme_contributor_min
# }

# # How many opportunities it takes to spend them inviting an agent to a scheme.
# invite_agent_opportunities_t1_value = 3
# invite_agent_opportunities_t2_value = 5

# # Contribution threshold values — how helpful they're being with a certain scheme.
# agent_contribution_poor = 5
# agent_contribution_good = 15
# agent_contribution_excellent = 30

# ##################################################
# # Preparation Event Values

# # Weights for how likely scheme agents are to be rolled in critical moments.
# critical_moment_agent_weight_very_high_value = 50
# critical_moment_agent_weight_high_value = 25
# critical_moment_agent_weight_medium_value = 15
# critical_moment_agent_weight_low_value = 10
# critical_moment_agent_weight_very_low_value = 5
# # Don't use microscopic. This is largely here as a joke for wolf hunters in romance schemes.
# critical_moment_agent_weight_microscopic_value = 1

# # The standard charge cost for completing a scheme: we need this so we can calculate if bonus options should be cheaper.
# scheme_charge_to_advance_threshold_base_value = 2

# # How many charges does this scheme need before it can attempt completion?
# ## Default for schemes with only one ending option.
# scheme_charge_to_advance_threshold_value = {
# 	# If a scheme has a custom threshold set, use that.
# 	if = {
# 		limit = { has_variable = custom_charge_threshold }
# 		add = var:custom_charge_threshold
# 	}
# 	# Otherwise, use the base.
# 	else = { add = scheme_charge_to_advance_threshold_base_value }
# }
# ## Schemes with multiple ending options cost varying amounts to end, depending on your selected final bonus.
# multi_ending_scheme_charge_to_advance_threshold_t1_value = {
# 	# If a scheme has a custom threshold set, use that.
# 	if = {
# 		limit = {
# 			exists = this
# 			has_variable = custom_charge_threshold
# 			var:custom_charge_threshold < scheme_charge_to_advance_threshold_base_value
# 		}
# 		subtract = var:custom_charge_threshold
# 	}
# 	# Now, add the base.
# 	add = 5
# 	# Make sure this never goes completely nuts.
# 	min = scheme_charge_to_advance_threshold_base_value
# }
# multi_ending_scheme_charge_to_advance_threshold_t2_value = {
# 	# If a scheme has a custom threshold set, use that.
# 	if = {
# 		limit = {
# 			exists = this
# 			has_variable = custom_charge_threshold
# 			var:custom_charge_threshold < scheme_charge_to_advance_threshold_base_value
# 		}
# 		subtract = var:custom_charge_threshold
# 	}
# 	# Now, add the base.
# 	add = 10
# 	# Make sure this never goes completely nuts.
# 	min = scheme_charge_to_advance_threshold_base_value
# }
# multi_ending_scheme_charge_to_advance_threshold_t3_value = {
# 	# If a scheme has a custom threshold set, use that.
# 	if = {
# 		limit = {
# 			exists = this
# 			has_variable = custom_charge_threshold
# 			var:custom_charge_threshold < scheme_charge_to_advance_threshold_base_value
# 		}
# 		subtract = var:custom_charge_threshold
# 	}
# 	# Now, add the base.
# 	add = 15
# 	# Make sure this never goes completely nuts.
# 	min = scheme_charge_to_advance_threshold_base_value
# }
# multi_ending_scheme_charge_to_advance_threshold_t4_value = {
# 	# If a scheme has a custom threshold set, use that.
# 	if = {
# 		limit = {
# 			exists = this
# 			has_variable = custom_charge_threshold
# 			var:custom_charge_threshold < scheme_charge_to_advance_threshold_base_value
# 		}
# 		subtract = var:custom_charge_threshold
# 	}
# 	# Now, add the base.
# 	add = 20
# 	# Make sure this never goes completely nuts.
# 	min = scheme_charge_to_advance_threshold_base_value
# }

# # Schemes with multiple ending options come with boosts at the end that we want to reference in loc for brevity.
# multi_ending_scheme_buff_t2_value = 5
# multi_ending_scheme_buff_t3_value = 10
# multi_ending_scheme_buff_t4_value = 20
# multi_ending_scheme_buff_t2_total_success_value = {
# 	value = scheme_success_chance 
# 	add = multi_ending_scheme_buff_t2_value
# 	max = 95
# }
# multi_ending_scheme_buff_t3_total_success_value = {
# 	value = scheme_success_chance 
# 	add = multi_ending_scheme_buff_t3_value
# 	max = 95
# }
# multi_ending_scheme_buff_t4_total_success_value = {
# 	value = scheme_success_chance 
# 	add = multi_ending_scheme_buff_t4_value
# 	max = 95
# }

# # Get the actual max value of our current scheme.
# scheme_max_theoretical_success_chance_value = {
# 	if = {
# 		limit = { is_scheme_category = hostile }
# 		value = define:NScheme|HOSTILE_SCHEME_MAX_SUCCESS_CHANCE
# 	}
# 	else_if = {
# 		limit = { is_scheme_category = contract }
# 		value = define:NScheme|CONTRACT_SCHEME_MAX_SUCCESS_CHANCE
# 	}
# 	else_if = {
# 		limit = { is_scheme_category = political }
# 		value = define:NScheme|POLITICAL_SCHEME_MAX_SUCCESS_CHANCE
# 	}
# 	else = { value = define:NScheme|PERSONAL_SCHEME_MAX_SUCCESS_CHANCE }
# }

# ##################################################
# # Pulse Action Values

# # How likely are you to get positive or negative APAs in a scheme, largely dependent on personal skill?
# scheme_owner_aptitude_weight_up_positive_value = {
# 	value = 1
# 	# Diplomacy.
# 	if = {
# 		limit = { scheme_skill = diplomacy }
# 		scope:owner = {
# 			# Excellent skill.
# 			if = {
# 				limit = { diplomacy >= extremely_high_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { diplomacy >= high_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { diplomacy <= mediocre_skill_rating }
# 				add = -1
# 			}
# 			# Atrocious skill.
# 			if = {
# 				limit = { diplomacy <= low_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Martial.
# 	else_if = {
# 		limit = { scheme_skill = martial }
# 		scope:owner = {
# 			# Excellent skill.
# 			if = {
# 				limit = { martial >= extremely_high_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { martial >= high_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { martial <= mediocre_skill_rating }
# 				add = -1
# 			}
# 			# Atrocious skill.
# 			if = {
# 				limit = { martial <= low_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Stewardship.
# 	else_if = {
# 		limit = { scheme_skill = stewardship }
# 		scope:owner = {
# 			# Excellent skill.
# 			if = {
# 				limit = { stewardship >= extremely_high_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { stewardship >= high_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { stewardship <= mediocre_skill_rating }
# 				add = -1
# 			}
# 			# Atrocious skill.
# 			if = {
# 				limit = { stewardship <= low_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Intrigue.
# 	else_if = {
# 		limit = { scheme_skill = intrigue }
# 		scope:owner = {
# 			# Excellent skill.
# 			if = {
# 				limit = { intrigue >= extremely_high_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { intrigue >= high_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { intrigue <= mediocre_skill_rating }
# 				add = -1
# 			}
# 			# Atrocious skill.
# 			if = {
# 				limit = { intrigue <= low_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Learning.
# 	else_if = {
# 		limit = { scheme_skill = learning }
# 		scope:owner = {
# 			# Excellent skill.
# 			if = {
# 				limit = { learning >= extremely_high_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { learning >= high_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { learning <= mediocre_skill_rating }
# 				add = -1
# 			}
# 			# Atrocious skill.
# 			if = {
# 				limit = { learning <= low_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Prowess.
# 	else_if = {
# 		limit = { scheme_skill = prowess }
# 		scope:owner = {
# 			# Excellent skill.
# 			if = {
# 				limit = { prowess >= extremely_high_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { prowess >= high_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { prowess <= mediocre_skill_rating }
# 				add = -1
# 			}
# 			# Atrocious skill.
# 			if = {
# 				limit = { prowess <= low_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# }
# scheme_owner_aptitude_weight_up_negative_value = {
# 	value = 1
# 	# Diplomacy.
# 	if = {
# 		limit = { scheme_skill = diplomacy }
# 		scope:owner = {
# 			# Atrocious skill.
# 			if = {
# 				limit = { diplomacy <= low_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { diplomacy <= mediocre_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { diplomacy >= high_skill_rating }
# 				add = -1
# 			}
# 			# Excellent skill.
# 			if = {
# 				limit = { diplomacy >= extremely_high_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Martial.
# 	else_if = {
# 		limit = { scheme_skill = martial }
# 		scope:owner = {
# 			# Atrocious skill.
# 			if = {
# 				limit = { martial <= low_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { martial <= mediocre_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { martial >= high_skill_rating }
# 				add = -1
# 			}
# 			# Excellent skill.
# 			if = {
# 				limit = { martial >= extremely_high_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Stewardship.
# 	else_if = {
# 		limit = { scheme_skill = stewardship }
# 		scope:owner = {
# 			# Atrocious skill.
# 			if = {
# 				limit = { stewardship <= low_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { stewardship <= mediocre_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { stewardship >= high_skill_rating }
# 				add = -1
# 			}
# 			# Excellent skill.
# 			if = {
# 				limit = { stewardship >= extremely_high_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Intrigue.
# 	else_if = {
# 		limit = { scheme_skill = intrigue }
# 		scope:owner = {
# 			# Atrocious skill.
# 			if = {
# 				limit = { intrigue <= low_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { intrigue <= mediocre_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { intrigue >= high_skill_rating }
# 				add = -1
# 			}
# 			# Excellent skill.
# 			if = {
# 				limit = { intrigue >= extremely_high_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Learning.
# 	else_if = {
# 		limit = { scheme_skill = learning }
# 		scope:owner = {
# 			# Atrocious skill.
# 			if = {
# 				limit = { learning <= low_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { learning <= mediocre_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { learning >= high_skill_rating }
# 				add = -1
# 			}
# 			# Excellent skill.
# 			if = {
# 				limit = { learning >= extremely_high_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# 	# Prowess.
# 	else_if = {
# 		limit = { scheme_skill = prowess }
# 		scope:owner = {
# 			# Atrocious skill.
# 			if = {
# 				limit = { prowess <= low_skill_rating }
# 				add = 1
# 			}
# 			# Low skill.
# 			if = {
# 				limit = { prowess <= mediocre_skill_rating }
# 				add = 1
# 			}
# 			# High skill.
# 			if = {
# 				limit = { prowess >= high_skill_rating }
# 				add = -1
# 			}
# 			# Excellent skill.
# 			if = {
# 				limit = { prowess >= extremely_high_skill_rating }
# 				add = -1
# 			}
# 		}
# 	}
# }

# # What's the chance of no APA firing each month of a scheme?
# scheme_apa_chance_of_no_event_value = 90

# # Control values for scheme APAs.
# ## Positive.
# scheme_apa_modifier_positive_success_chance_value = 5
# scheme_apa_modifier_positive_secrecy_value = 5
# scheme_apa_modifier_positive_speed_value = -5
# ## Negative.
# scheme_apa_modifier_negative_success_chance_value = -5
# scheme_apa_modifier_negative_secrecy_value = -5
# scheme_apa_modifier_negative_speed_value = 5

# ##################################################
# # Countermeasure Values

# countermeasure_disliked_by_trait_agenthood_acceptance_value = 25

# countermeasure_scheme_category_success_chance_bonus_against_minor_value = -50
# countermeasure_scheme_category_success_chance_bonus_against_medium_value = -100
# countermeasure_scheme_category_success_chance_bonus_against_major_value = -150

# countermeasure_scheme_category_success_chance_malus_against_minor_value = 10
# countermeasure_scheme_category_success_chance_malus_against_medium_value = 15
# countermeasure_scheme_category_success_chance_malus_against_major_value = 25

# countermeasure_apply_secrecy_maluses_value = {
# 	# Minor bonus to detection.
# 	if = {
# 		limit = {
# 			countermeasure_parametre_applies_againt_char_trigger = {
# 				SCHEME_TARGET = scope:target
# 				SCHEME_OWNER = scope:owner
# 				PARAMETER = secrecy_vs_all_schemes_bonus_minor
# 			}
# 		}
# 		add = {
# 			value = countermeasure_apply_secrecy_maluse_minor_value
# 			desc = countermeasures_in_target_court.tt.secrecy
# 		}
# 	}
# 	# Medium bonus to detection.
# 	if = {
# 		limit = {
# 			countermeasure_parametre_applies_againt_char_trigger = {
# 				SCHEME_TARGET = scope:target
# 				SCHEME_OWNER = scope:owner
# 				PARAMETER = secrecy_vs_all_schemes_bonus_medium
# 			}
# 		}
# 		add = {
# 			value = countermeasure_apply_secrecy_maluse_medium_value
# 			desc = countermeasures_in_target_court.tt.secrecy
# 		}
# 	}
# 	# Major bonus to detection.
# 	if = {
# 		limit = {
# 			countermeasure_parametre_applies_againt_char_trigger = {
# 				SCHEME_TARGET = scope:target
# 				SCHEME_OWNER = scope:owner
# 				PARAMETER = secrecy_vs_all_schemes_bonus_major
# 			}
# 		}
# 		add = {
# 			value = countermeasure_apply_secrecy_maluse_major_value
# 			desc = countermeasures_in_target_court.tt.secrecy
# 		}
# 	}
# }

# # Lifestyle Perk
# realm_charts_perk_value = 35
# secrecy_charting_realm_increase_value = {
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_perk = realm_charts_perk
# 			}
# 			scope:target ?= {
# 				top_liege = scope:owner.top_liege
# 			}
# 		}
# 		add = {
# 			value = realm_charts_perk_value
# 			desc = realm_chart_perk_same_realm_secrecy
# 		}
# 	}
# }

# # We use separate values so we can display them in loc too.
# countermeasure_apply_secrecy_maluse_minor_value = -15
# countermeasure_apply_secrecy_maluse_medium_value = -25
# countermeasure_apply_secrecy_maluse_major_value = -35

# # We use a script value instead of inline maths for this because for some reason _specifically_ the courtly and parochial vassal stances don't like in-line vassals.
# dislikes_countermeasure_opinion_value = -30
# dislikes_countermeasure_opinion_lowered_value = -20
# dislikes_countermeasure_opinion_lowered_further_value = -10
# dislikes_countermeasure_county_opinion_value = -40
# dislikes_countermeasure_county_opinion_lowered_value = -30
# dislikes_countermeasure_county_opinion_lowered_further_value = -20

# # Controls when the AI will and won't use certain countermeasures.
# ## Prioritise what values are active.
# ### These don't all need to be script values, I've only done it so that they're all grouped next to each other for easy visualisation.
# countermeasure_ai_will_do_prio4 = 80
# countermeasure_ai_will_do_prio3 = 60
# countermeasure_ai_will_do_prio2 = 40
# countermeasure_ai_will_do_prio1 = 20
# ### We originally had this lower but it causes maddening stretching in debug mode.
# countermeasure_ai_will_do_prio0 = -20
# ## Then we distribute these values out nicely between the different countermeasures.
# ai_will_do_bounties_for_whispers_value = {
# 	if = {
# 		limit = {
# 			should_ai_take_preemptive_countermeasures_trigger = yes
# 			OR = {
# 				has_trait = deceitful
# 				has_trait = craven
# 			}
# 			NOR = {
# 				has_trait = honest
# 				has_trait = brave
# 				has_trait = trusting
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio1
# 	}
# 	else = { add = countermeasure_ai_will_do_prio0 }
# }
# ai_will_do_arbitrary_arrests_value = {
# 	if = {
# 		limit = {
# 			should_ai_take_preemptive_countermeasures_trigger = yes
# 			OR = {
# 				has_trait = arbitrary
# 				has_trait = paranoid
# 			}
# 			NOR = {
# 				has_trait = just
# 				has_trait = trusting
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio1
# 	}
# 	else = { add = countermeasure_ai_will_do_prio0 }
# }
# ai_will_do_strengthen_sentries_value = {
# 	if = {
# 		limit = {
# 			# Don't do this if we've already deployed countermeasures.
# 			NOT = { has_scheme_countermeasure_parameter = has_aggressive_countermeasure_active }
# 			# Then actually check to see if the scheme'd be appropriate for this.
# 			any_targeting_scheme = {
# 				is_scheme_exposed = yes
# 				var:apply_countermeasures ?= flag:opportunistic
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio3
# 	}
# 	else = { add = countermeasure_ai_will_do_prio0 }
# }
# ai_will_do_strengthen_sentries_for_courtier_value = {
# 	if = {
# 		limit = {
# 			any_in_list = {
# 				variable = host_should_prevent_seduce_schemes_list
# 				host ?= prev
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio2
# 	}
# }
# ai_will_do_redouble_guards_value = {
# 	if = {
# 		limit = {
# 			# We don't care about dpeloyed countermeasures here: guard against murders even if there's a seduction already happening.
# 			any_targeting_scheme = {
# 				is_scheme_exposed = yes
# 				var:apply_countermeasures ?= flag:calculating
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio4
# 	}
# 	else = { add = countermeasure_ai_will_do_prio0 }
# }
# ai_will_do_redouble_guards_for_courtier_value = {
# 	if = {
# 		limit = {
# 			any_in_list = {
# 				variable = host_should_prevent_murder_schemes_list
# 				host ?= prev
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio2
# 	}
# }
# ai_will_do_withdraw_from_view_value = {
# 	if = {
# 		limit = {
# 			any_targeting_scheme = {
# 				is_scheme_exposed = yes
# 				OR = {
# 					var:apply_countermeasures ?= flag:calculating
# 					var:apply_countermeasures ?= flag:opportunistic
# 				}
# 			}
# 			OR = {
# 				has_trait = humble
# 				has_trait = shy
# 				has_trait = eccentric
# 			}
# 			NOR = {
# 				has_trait = arrogant
# 				has_trait = gregarious
# 				has_trait = stubborn
# 				has_trait = trusting
# 			}
# 		}
# 		add = countermeasure_ai_will_do_prio1
# 	}
# 	else = { add = countermeasure_ai_will_do_prio0 }
# }

# ##################################################
# # Murder Values

# # How much automatic stress loss do we give a character, before traits, upon successfully murdering someone?
# murder_base_stress_value = {
# 	# If our imaginary friend told us to do it, then we lose a lot.
# 	if = {
# 		limit = { scope:owner.var:imaginary_friend_murder_target ?= scope:target }
# 		add = major_stress_impact_loss
# 	}
# 	# Or a moderate gain if we've been caught and this is our first time.
# 	else_if = {
# 		limit = {
# 			exists = scope:scheme_discovered
# 			NOT = { has_trait = murderer }
# 		}
# 		add = medium_stress_impact_gain
# 	}
# 	# Else we're a repeat offender, so we care less.
# 	else_if = {
# 		limit = { exists = scope:scheme_discovered }
# 		add = minor_stress_impact_gain
# 	}
# 	# Otherwise, a moderate loss.
# 	else = { add = medium_stress_impact_loss }
# }

# # Which bodyguard is best poised to come to their liege's defence?
# murder_weight_best_bodyguard_value = {
# 	add = prowess
# 	add = {
# 		value = ai_boldness
# 		# To bring us in line with skill scaling.
# 		multiply = 0.25
# 	}
# 	add = {
# 		value = "opinion(scope:target)"
# 		# To bring us roughly in line with skill scaling.
# 		multiply = 0.25
# 	}
# 	if = {
# 		limit = { has_trait = loyal }
# 		add = 25
# 	}
# }

# # How much prestige do you get for successfully murdering a rival? 
# rival_outlived_prestige_value = medium_prestige_gain

# ##################################################
# # Odds Values

# base_odds_prediction_target_is_title_value = {
# 	if = {
# 		limit = { # Target is a landed title
# 			exists = scope:target.holder
# 		}
# 		scope:target ?= {
# 			holder = { save_temporary_scope_as = temp_target }
# 		}
# 	}
# 	else_if = { # Title is a province
# 		limit = {
# 			exists = scope:target.province_owner
# 		}
# 		scope:target ?= {
# 			province_owner = { save_temporary_scope_as = temp_target }
# 		}
# 	}
# 	else_if = { # 
# 		limit = {
# 			scope:target = {
# 				any_de_jure_top_liege = {
# 					exists = this
# 					save_temporary_scope_as = de_jure_liege
# 				}
# 			}
# 		}
# 		scope:de_jure_liege = {
# 			save_temporary_scope_as = temp_target
# 		}
# 	}
# 	add = base_odds_prediction_guts_value
# }

# base_odds_prediction_target_is_char_value = {
# 	scope:target ?= { save_temporary_scope_as = temp_target }
# 	add = base_odds_prediction_guts_value
# }

# # For non-hostile, non-secret schemes (generally non-intrigue too).
# base_odds_prediction_guts_value = {
# 	add = {
# 		value = {
# 			scope:temp_target = { value = "opinion(scope:owner)" }
# 			multiply = 0.2
# 			floor = yes
# 		}
# 		desc = scheme_odds.target.opinion_of_owner
# 	}
# 	add = {
# 		value = {
# 			value = scope:temp_target.highest_held_title_tier
# 			# Barons aren't imposing at all.
# 			add = -1
# 			# Don't give a bonus just for someone being a courtier and call it a tier thing.
# 			min = 0
# 		}
# 		desc = scheme_odds.target.tier
# 		multiply = -5
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				exists = scope:temp_target.cp:councillor_spymaster
# 				scope:temp_target.cp:councillor_spymaster = this
# 			}
# 		}
# 		add = {
# 			value = 12
# 			desc = scheme_odds.owner.is_target_spymaster
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = {
# 				is_landed_or_landless_administrative = no
# 			}
# 			scope:owner = {
# 				exists = scope:temp_target.liege.cp:councillor_spymaster
# 				scope:temp_target.liege.cp:councillor_spymaster = this
# 			}
# 		}
# 		add = {
# 			value = 8
# 			desc = scheme_odds.owner.is_target_liege_spymaster
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = {
# 				is_landed_or_landless_administrative = no
# 			}
# 			scope:owner = {
# 				exists = scope:temp_target.host.cp:councillor_spymaster
# 				scope:temp_target.host.cp:councillor_spymaster = this
# 			}
# 		}
# 		add = {
# 			value = 8
# 			desc = scheme_odds.owner.is_target_host_spymaster
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_relation_guardian = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 8
# 			desc = scheme_odds.owner.relation.owner_is_guardian_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = { is_diarch_of_target = scope:temp_target }
# 		}
# 		add = {
# 			value = 5
# 			desc = scheme_odds.owner.relation.owner_is_diarch_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = {
# 				is_ruler = no
# 			}
# 			exists = scope:temp_target.liege
# 			scope:temp_target.liege = scope:owner
# 		}
# 		add = {
# 			value = 10
# 			desc = scheme_odds.owner.relation.owner_is_liege_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_councillor_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 10
# 			desc = scheme_odds.owner.relation.owner_is_councillor_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_relation_lover = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 10
# 			desc = scheme_odds.owner.relation.owner_is_lover_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_spouse_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 10
# 			desc = scheme_odds.owner.relation.owner_is_spouse_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_consort_of = scope:temp_target
# 				NOT = { is_spouse_of = scope:temp_target }
# 			}
# 		}
# 		add = {
# 			value = 5
# 			desc = scheme_odds.owner.relation.owner_is_consort_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_close_family_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 5
# 			desc = scheme_odds.owner.relation.owner_is_close_family_of_target
# 		}
# 	}
# }

# agent_groups_owner_perspective_value = {
# 	scope:owner = {
# 		# We need to check the any's here to avoid +0s if there's no valid chars.
# 		if = {
# 			limit = {
# 				OR = {
# 					any_courtier_or_guest = { is_valid_agent_standard_trigger = yes }
# 					any_relation = {
# 						type = friend
# 						is_valid_agent_standard_trigger = yes
# 					}
# 					any_relation = {
# 						type = lover
# 						is_valid_agent_standard_trigger = yes
# 					}
# 				}
				
# 			}
# 			add = {
# 				value = 1
# 				multiply = {
# 					value = 0
# 					if = {
# 						limit = {
# 							any_courtier_or_guest = { is_valid_agent_standard_trigger = yes }
# 						}
# 						every_courtier_or_guest = {
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}
# 					} 	
# 					if = {
# 						limit = {
# 							any_relation = {
# 								type = friend
# 								is_valid_agent_standard_trigger = yes
# 							}
# 						}
# 						every_relation = {
# 							type = friend
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}		
# 					}
# 					if = {
# 						limit = {
# 							any_relation = {
# 								type = lover
# 								is_valid_agent_standard_trigger = yes
# 							}
# 						}
# 						every_relation = {
# 							type = lover
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}
# 					}
# 					max = 5
# 				}
# 				desc = scheme_odds.agents.owner.number_of_valid_courtiers_agents
# 			}
# 		}
# 	}
# }

# agent_groups_target_character_perspective_value = {
# 	if = {
# 		limit = {
# 			exists = scope:target.holder
# 		}
# 		scope:target.holder = {
# 			# We need to check the any's here to avoid +0s if there's no valid chars.
# 			if = {
# 				limit = {
# 					any_courtier = { is_valid_agent_standard_trigger = yes }
# 				}
# 				add = {
# 					value = 3
# 					multiply = {
# 						value = 0
# 						every_courtier = {
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}
# 						max = 5
# 					}
# 					desc = scheme_odds.agents.target_holder.number_of_valid_courtiers_agents
# 				}
# 			}
# 			if = {
# 				limit = {
# 					any_vassal = { is_valid_agent_standard_trigger = yes }
# 				}
# 				add = {
# 					value = 2
# 					multiply = {
# 						value = 0
# 						every_vassal = {
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}
# 						max = 5
# 					}
# 					desc = scheme_odds.agents.target_holder.number_of_valid_vassal_agents
# 				}
# 			}
# 		}
# 	}
# 	else = {
# 		scope:target = {
# 			# We need to check the any's here to avoid +0s if there's no valid chars.
# 			if = {
# 				limit = {
# 					any_courtier = { is_valid_agent_standard_trigger = yes }
# 				}
# 				add = {
# 					value = 3
# 					multiply = {
# 						value = 0
# 						every_courtier = {
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}
# 						max = 5
# 					}
# 					desc = scheme_odds.agents.target.number_of_valid_courtiers_agents
# 				}
# 			}
# 			if = {
# 				limit = {
# 					any_vassal = { is_valid_agent_standard_trigger = yes }
# 				}
# 				add = {
# 					value = 2
# 					multiply = {
# 						value = 0
# 						every_vassal = {
# 							limit = { is_valid_agent_standard_trigger = yes }
# 							add = 1
# 						}
# 						max = 5
# 					}
# 					desc = scheme_odds.agents.target.number_of_valid_vassal_agents
# 				}
# 			}
# 		}
# 	}
# }

# hostile_scheme_base_odds_prediction_target_is_title_value = {
# 	if = {
# 		limit = { # Target is a landed title
# 			exists = scope:target.holder
# 		}
# 		scope:target ?= {
# 			holder = { save_temporary_scope_as = temp_target }
# 		}
# 	}
# 	else_if = { # Title is a province
# 		limit = {
# 			exists = scope:target.province_owner
# 		}
# 		scope:target ?= {
# 			province_owner = { save_temporary_scope_as = temp_target }
# 		}
# 	}
# 	else_if = { # 
# 		limit = {
# 			scope:target = {
# 				any_de_jure_top_liege = {
# 					exists = this
# 					save_temporary_scope_as = de_jure_liege
# 				}
# 			}
# 		}
# 		scope:de_jure_liege = {
# 			save_temporary_scope_as = temp_target
# 		}
# 	}
# 	add = hostile_scheme_base_odds_prediction_guts_value
# }

# hostile_scheme_base_odds_prediction_target_is_char_value = {
# 	scope:target ?= { save_temporary_scope_as = temp_target }
# 	add = hostile_scheme_base_odds_prediction_guts_value
# }

# hostile_scheme_base_odds_prediction_guts_value = {
# 	if = {
# 		limit = {
# 			exists = scope:temp_target.primary_title
# 			scope:temp_target.primary_title.tier = tier_empire
# 		}
# 		add = {
# 			value = -40
# 			desc = scheme_odds.target.tier
# 		}
# 	}
# 	else_if = {
# 		limit = {
# 			exists = scope:temp_target.primary_title
# 			scope:temp_target.primary_title.tier = tier_kingdom
# 		}
# 		add = {
# 			value = -30
# 			desc = scheme_odds.target.tier
# 		}
# 	}
# 	else_if = {
# 		limit = {
# 			exists = scope:temp_target.primary_title
# 			scope:temp_target.primary_title.tier = tier_duchy
# 		}
# 		add = {
# 			value = -20
# 			desc = scheme_odds.target.tier
# 		}
# 	}

# 	if = { # Minor Lifestyle Perk protection for Courtiers
# 		limit = {
# 			scope:temp_target = {
# 				is_alive = yes
# 				is_ruler = no
# 				exists = court_owner
# 				court_owner = {
# 					has_perk = prepared_for_anything_perk
# 				}
# 				NOT = { court_owner = scope:owner }
# 				NOT = { has_perk = prepared_for_anything_perk }
# 			}
# 		}
# 		add = {
# 			value = 0
# 			desc = scheme_odds.target.court_owner_has_prepared_for_anything_perk
# 			subtract = prepared_for_anything_perk_secondary_percentage
# 		}
# 	}
# 	if = {
# 		limit = { # Bonus for murdering Pool characters, as you can't have agents against them
# 			scope:temp_target = {
# 				is_pool_character = yes
# 				NOT = { intrigue >= very_high_skill_rating }
# 			}
# 		}
# 		add = {
# 			value = 25
# 			desc = scheme_odds.target.is_pool_char
# 		}
# 	}

# 	if = { # FP3 legacy track bonus for murdering dynasty members
# 		limit = {
# 			scope:temp_target = {
# 				exists = dynasty
# 				exists = scope:owner.dynasty
# 				dynasty = scope:owner.dynasty
# 				dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_2 }
# 			}
# 		}
# 		add = {
# 			value = 10
# 			desc = scheme_odds.owner.dynasty_legacy_kinslaying_bonus_from_fp3_khvarenah_legacy_2
# 		}
# 	}
	
# 	if = { # Essentially the Base
# 		limit = {
# 			scope:owner = {
# 				exists = scope:temp_target.cp:councillor_spymaster
# 				scope:temp_target.cp:councillor_spymaster = this
# 			}
# 		}
# 		add = {
# 			value = 75
# 			desc = scheme_odds.owner.is_target_spymaster
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = {
# 				is_landed_or_landless_administrative = no
# 			}
# 			scope:owner = {
# 				exists = scope:temp_target.liege.cp:councillor_spymaster
# 				scope:temp_target.liege.cp:councillor_spymaster = this
# 			}
# 		}
# 		add = {
# 			value = 75
# 			desc = scheme_odds.owner.is_target_liege_spymaster
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = {
# 				is_landed_or_landless_administrative = no
# 			}
# 			scope:owner = {
# 				exists = scope:temp_target.host.cp:councillor_spymaster
# 				scope:temp_target.host.cp:councillor_spymaster = this
# 			}
# 		}
# 		add = {
# 			value = 75
# 			desc = scheme_odds.owner.is_target_host_spymaster
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_relation_guardian = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 75
# 			desc = scheme_odds.owner.relation.owner_is_guardian_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = { is_diarch_of_target = scope:temp_target }
# 		}
# 		add = {
# 			value = 50
# 			desc = scheme_odds.owner.relation.owner_is_diarch_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = {
# 				is_ruler = no
# 			}
# 			exists = scope:temp_target.liege
# 			scope:temp_target.liege = scope:owner
# 		}
# 		add = {
# 			value = 25
# 			desc = scheme_odds.owner.relation.owner_is_liege_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_councillor_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 15
# 			desc = scheme_odds.owner.relation.owner_is_councillor_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_relation_lover = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 15
# 			desc = scheme_odds.owner.relation.owner_is_lover_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_spouse_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 10
# 			desc = scheme_odds.owner.relation.owner_is_spouse_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_consort_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 5
# 			desc = scheme_odds.owner.relation.owner_is_consort_of_target
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				is_close_family_of = scope:temp_target
# 			}
# 		}
# 		add = {
# 			value = 5
# 			desc = scheme_odds.owner.relation.owner_is_close_family_of_target
# 		}
# 	}

# 	# Vengeful Bonus
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_trait = vengeful
# 				OR = {
# 					has_relation_rival = scope:temp_target	
# 					has_relation_nemesis = scope:temp_target
# 				}
# 			}
# 		}
# 		add = {
# 			value = vengeful_scheme_success_chance_modifier
# 			desc = scheme_odds.trait.owner.vengeful
# 		}
# 	}
# 	# Paranoid Malus
# 	if = {
# 		limit = {
# 			scope:temp_target ?= {
# 				has_trait = paranoid
# 				OR = {
# 					has_relation_rival = scope:temp_target	
# 					has_relation_nemesis = scope:temp_target
# 				}
# 			}
# 		}
# 		add = {
# 			value = -20
# 			desc = scheme_odds.trait.target.paranoid
# 		}
# 	}

# 	if = {
# 		limit = {
# 			scope:owner = {
# 				culture = {
# 					has_cultural_parameter = hostile_action_vs_rival_bonuses
# 				}
# 				OR = {
# 					has_relation_rival = scope:temp_target	
# 					has_relation_nemesis = scope:temp_target
# 				}
# 			}
# 		}
# 		add = {
# 			value = 15
# 			desc = scheme_odds.culture.owner.hostile_scheme_bonuses_vs_rivals
# 		}
# 	}

# 	if = {
# 		limit = {# Culture Bonus
# 			scope:owner = {
# 				culture = {
# 					has_cultural_parameter = hostile_scheme_success_chance_vs_spouse_penalty
# 				}
# 				is_spouse_of = scope:temp_target	
# 			}
# 		}
# 		add = {
# 			value = -50
# 			desc = scheme_odds.culture.owner.hostile_scheme_maluses_vs_spouse
# 		}
# 	}
	
# 	# Difficulty
# 	if = {
# 		limit = {
# 			has_game_rule = easy_difficulty
# 			scope:owner = {
# 				is_ai = yes
# 			}
# 			scope:temp_target = {
# 				is_ai = no
# 			}
# 		}
# 		add = {
# 			value = -25
# 			desc = scheme_odds.game_difficulty.easy
# 		}
# 	}

# 	if = {
# 		limit = {
# 			has_game_rule = very_easy_difficulty
# 			scope:owner = {
# 				is_ai = yes
# 			}
# 			scope:temp_target = {
# 				is_ai = no
# 			}
# 		}
# 		add = {
# 			value = -75
# 			desc = scheme_odds.game_difficult.very_easy
# 		}
# 	}

# 	# Struggle
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				any_character_struggle = {
# 					involvement = involved
# 					has_struggle_phase_parameter = struggle_agents_less_likely_to_join_schemes
# 					is_secondary_character_involvement_involved_trigger = {
# 						CHAR = scope:temp_target
# 					}
# 				}
# 			}
# 		}
# 		add = {
# 			value = -25
# 			desc = scheme_odds.struggle.owner.agents_less_likely_to_join_due_to_struggle_phase
# 		}
# 	}
# 	## court_events.3060
# 	if = {
# 		limit = {
# 			scope:owner = { has_character_modifier = spies_behind_every_corner_modifier }
# 		}
# 		add = {
# 			value = 25
# 			desc = scheme_odds.owner.spies_behind_every_corner_modifier
# 		}
# 	}
# 	if = {
# 		limit = {
# 			scope:temp_target = { has_character_modifier = spies_behind_every_corner_modifier }
# 		}
# 		add = {
# 			value = 25
# 			desc = scheme_odds.target.spies_behind_every_corner_modifier
# 		}
# 	}
# }

# odds_skill_contribution_diplomacy_value = {
# 	add = {
# 		value = scope:owner.diplomacy
# 		desc = scheme_odds.diplomacy.owner
# 	}
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.diplomacy
# 			desc = scheme_odds.diplomacy.target
# 			multiply = -0.5
# 		}
# 	}
# }
# odds_skill_contribution_diplomacy_title_value = {
# 	add = {
# 		value = scope:owner.diplomacy
# 		desc = scheme_odds.diplomacy.owner
# 	}
# 	scope:target.holder ?= {
# 		add = {
# 			value = scope:target.holder.diplomacy
# 			desc = scheme_odds.diplomacy.target_holder
# 			multiply = -0.5
# 		}
# 	}
# }
# odds_skill_contribution_martial_value = {
# 	add = {
# 		value = scope:owner.martial
# 		desc = scheme_odds.martial.owner
# 	}
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.martial
# 			desc = scheme_odds.martial.target
# 			multiply = -0.5
# 		}
# 	}
# }
# odds_skill_contribution_stewardship_value = {
# 	add = {
# 		value = scope:owner.stewardship
# 		desc = scheme_odds.stewardship.owner
# 	}
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.stewardship
# 			desc = scheme_odds.stewardship.target
# 			multiply = -0.5
# 		}
# 	}
# }
# odds_skill_contribution_intrigue_value = {
# 	add = {
# 		value = scope:owner.intrigue
# 		desc = scheme_odds.intrigue.owner
# 	}
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.intrigue
# 			desc = scheme_odds.intrigue.target
# 			multiply = -0.5
# 		}
# 	}
# }

# odds_variables_contribution_murder = {
# 	## nomad_events.0006
# 	if = {
# 		limit = {
# 			scope:owner = {
# 				has_variable = achmach_murder_help_var
# 				any_councillor = {
# 					has_variable = achmach_murder_help_councillor_var
# 				}
# 			}
# 		}
# 		add = {
# 			value = 15
# 			desc = "ACHMACH_MURDER_BONUS"
# 		}
# 	}
# }

# odds_skill_contribution_learning_value = {
# 	add = {
# 		value = scope:owner.learning
# 		desc = scheme_odds.learning.owner
# 	}
	
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.learning
# 			desc = scheme_odds.learning.target
# 			multiply = -0.5
# 		}
# 	}
# }
# odds_skill_contribution_prowess_value = {
# 	add = {
# 		value = scope:owner.prowess
# 		desc = scheme_odds.prowess.owner
# 	}
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.prowess
# 			desc = scheme_odds.prowess.target
# 			multiply = -0.5
# 		}
# 	}
# }

# odds_skill_contribution_learning_target_is_title_value = {
# 	add = {
# 		value = scope:owner.learning
# 		desc = scheme_odds.learning.owner
# 	}
	
# 	scope:target ?= {
# 		add = {
# 			value = scope:target.holder.learning
# 			desc = scheme_odds.learning.target
# 			multiply = -0.5
# 		}
# 	}
# }

# odds_sway_scheme_misc_value = {
# 	add = {
# 		value = 30
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = { knows_language_of_culture = scope:target.culture }
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_trait = diplomat }
# 			}
# 			add = 2
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { is_adult = no }
# 			}
# 			add = -6
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_opinion_modifier = {
# 						target = scope:owner
# 						modifier = scheme_sway_opinion
# 						value >= 25
# 					}
# 				}
# 			}
# 			add = -12
# 		}
# 		if = {
# 			limit = {
# 				NOT = { scope:target.top_liege = scope:owner.top_liege }
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value >= 1
# 					}
# 				}
# 			}
# 			add = 6
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value <= -1
# 					}
# 				}
# 			}
# 			add = -14
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					is_theocratic_lessee = yes
# 				}
# 				scope:owner.piety_level < 0
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					is_theocratic_lessee = yes
# 				}
# 				scope:owner.piety_level > 1
# 			}
# 			add = 12
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					faith = scope:owner.faith
# 					faith = {
# 						exists = religious_head
# 						religious_head = {
# 				 			this = scope:target
# 				 		}
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 	}	
# }

# odds_steal_back_artifact_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					any_character_task_contract = {
# 						has_task_contract_type = laamp_steal_artifact_contract
# 						var:task_contract_target ?= scope:target
# 					}
# 				}
# 			}
# 			add = 14
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_character_modifier = hostile_schemes_distracted_modifier }
# 			}
# 			add = -6
# 		}	
# 	}
# }

# odds_slander_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:target = {
# 					faith = scope:owner.faith
# 					faith = {
# 						has_doctrine = doctrine_spiritual_head
# 					}
# 					faith = {
# 						exists = religious_head
# 						religious_head = {
# 				 			this = scope:target
# 				 		}
# 					}
# 				}
# 			}
# 			add = -26
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					exists = inspiration
# 					inspiration = { exists = inspiration_sponsor}
# 				}
# 			}
# 			add = -17
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_character_modifier = poet_for_diplo_schemes_modifier } 
# 			}
# 			add = 11
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_character_modifier = united_political_agents_modifier
# 					is_vassal_of = scope:target
# 				}
# 			}
# 			add = 13
# 		}
# 	}
# }

# odds_seize_realm_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:target = {				
# 					has_opinion_modifier = {
# 						target = scope:owner
# 						modifier = attempted_to_seize_my_realm_crime
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:target.inspiration ?= { exists = inspiration_sponsor }
# 			}
# 			add = -22
# 		}
# 		if = {
# 			limit = {
# 				scope:target.faith = {
# 					this = scope:owner.faith
# 					has_doctrine = doctrine_spiritual_head
# 					religious_head ?= scope:target
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:target = { is_at_war_with = scope:owner }
# 					scope:target = {
# 						is_playable_character = no
# 						liege ?= { is_at_war_with = scope:owner }
# 					}
# 					scope:target = {
# 						is_playable_character = yes
# 						liege ?= { is_at_war_with = scope:owner }
# 					}
# 				}
# 			}
# 			add = -22
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_character_modifier = tournament_tailor_mixup_scheme_modifier
# 					exists = var:tailor_mixup_house
# 					exists = scope:target.holder.house
# 					var:tailor_mixup_house = scope:target.holder.house
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					any_scheme = {
# 						scheme_type = murder
# 						scheme_target_character = scope:target
# 						has_scheme_modifier = feast_learnt_habits_modifier
# 					}
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target = { has_character_modifier = fp3_struggle_caliph_super_suspicious_modifier }
# 			}
# 			add = -200
# 		}
# 	}
# }

# odds_seduce_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					exists = var:wnight_seduce_memento_var
# 					var:wnight_seduce_memento_var = scope:target
# 				}
# 			}
# 			add = 14
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { knows_language_of_culture = scope:target.culture }
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_perk = home_advantage_perk }
# 				scope:target = {
# 					OR = {
# 						is_courtier_of = scope:owner
# 						is_pool_guest_of = scope:owner
# 						is_foreign_court_guest_of = scope:owner
# 					}
# 				}
# 			}
# 			add = home_advantage_perk_bonus
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_perk = smooth_operator_perk }
# 			}
# 			add = smooth_operator_perk_bonus
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					exists = dynasty
# 					dynasty = {
# 						has_dynasty_perk = fp1_adventure_legacy_2
# 					}
# 				}
# 			}
# 			add = fp1_adventure_legacy_2_success_chance_seduction
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_trait = seducer }
# 			}
# 			add = 16
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = beauty_good_1 }
# 					scope:owner = { has_trait = beauty_good_2 }
# 					scope:owner = { has_trait = beauty_good_3 }
# 				}
# 			}
# 			add = 12
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = physique_good_1 }
# 					scope:owner = { has_trait = physique_good_2 }
# 					scope:owner = { has_trait = physique_good_3 }
# 				}
# 			}
# 			add = 11
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = beauty_bad_1 }
# 					scope:owner = { has_trait = beauty_bad_2 }
# 					scope:owner = { has_trait = beauty_bad_3 }
# 				}
# 			}
# 			add = -21
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = great_pox }
# 					scope:owner = { has_trait = lovers_pox }
# 					scope:owner = { has_trait = early_great_pox }
# 				}
# 			}
# 			add = -17
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					NOR = {
# 						is_attracted_to_gender_of = scope:target
# 						has_perk = unshackled_lust_perk
# 					}
# 				}
# 			}
# 			add = -15
# 		}
# 		if = {
# 			limit = {
# 				scope:target = { has_trait = lifestyle_reveler }
# 			}
# 			add = 3
# 		}
# 		if = {
# 			limit = {
# 				scope:target = { has_trait = lustful }
# 			}
# 			add = 7
# 		}
# 		if = {
# 			limit = {
# 				scope:target = { has_trait = chaste }
# 			}
# 			add = -18
# 		}
# 		if = {
# 			limit = {
# 				scope:target = { has_trait = shy }
# 			}
# 			add = -7
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { is_consort_of = scope:target }
# 			}
# 			add = 14
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {			
# 					is_married = yes
# 					NOT = { is_consort_of = scope:owner }
# 					ai_honor >= high_positive_ai_value
# 					trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:target.faith GENDER_CHARACTER = scope:target }
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					is_married = yes
# 					NOT = { is_consort_of = scope:owner }
# 					exists = primary_spouse
# 					primary_spouse = { save_temporary_scope_as = target_spouse }
# 					NOT = { might_cheat_on_partner_trigger = { PARTNER = scope:target_spouse }}
# 				}
# 			}
# 			add = -100
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { NOT = { is_consort_of = scope:target } }
# 				scope:target = {
# 					is_married = yes
# 					exists = primary_spouse
# 					primary_spouse = { save_temporary_scope_as = target_spouse }
# 					opinion = {
# 						target = scope:target_spouse
# 						value < low_negative_opinion
# 					}
# 				}
# 			}
# 			add = 18
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					faith = scope:owner.faith
# 					faith = {
# 						exists = religious_head
# 						religious_head = {
# 							this = scope:target
# 						}
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					relation_with_character_is_incestuous_in_my_or_lieges_faith_trigger = { CHARACTER = scope:owner }
# 				}
# 				scope:owner = { # The Subtle Desire Perk nullifies 	this
# 					NOT = { has_perk = subtle_desire_perk }
# 				}
# 			}
# 			add = -22
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					NOT = { is_consort_of = scope:owner }
# 					is_close_or_extended_family_of = scope:owner
# 					NOR = {
# 						accepts_incest_with_trigger = { CHARACTER = scope:owner } #100% fine with incest with 	owner
# 						scope:owner = { has_perk = subtle_desire_perk }  # The Subtle Desire 	Perk nullifies this
# 						guaranteed_under_20_incest_rejection_trigger	 = { # handled by hard block modifier
# 							TARGET = scope:target
# 							SEDUCER = scope:owner
# 						}
# 					}
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value >= 1
# 					}
# 				}
# 			}
# 			add = 12
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value <= -1
# 					}
# 				}
# 			}
# 			add = -40
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value >= medium_positive_trait_compatibility
# 					}
# 				}
# 			}
# 			add = 18
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value <= medium_negative_trait_compatibility
# 					}
# 				}
# 			}
# 			add = -36
# 		}	
# 	}
# }

# odds_promote_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				exists = scope:owner.dynasty
# 				scope:owner.dynasty = {
# 					has_dynasty_perk = kin_legacy_4
# 				}
# 				scope:target.dynasty = scope:owner.dynasty
# 				}	
# 			add = kin_legacy_4_success_chance
# 		}
# 		if = {
# 			limit = {
# 				exists = scope:owner.house
# 				exists = scope:target.house
# 				scope:owner.culture = {
# 					has_cultural_parameter = cultural_house_personal_scheme_success_chance
# 				}
# 				scope:target.house = scope:owner.house
# 			}
# 			add = cultural_house_personal_scheme_success_chance
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_character_modifier = poet_for_diplo_schemes_modifier }
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_variable_list = supporting_political_schemes
# 				}
# 			}
# 			add = 7
# 		}
# 	}
# }

# odds_murder_scheme_misc_value = {
# 	add = {
# 		value = -17
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:target = {
# 						is_at_war_with = scope:owner
# 					}
# 					scope:target = {
# 						is_playable_character = no
# 						exists = liege
# 						liege = {
# 							is_at_war_with = scope:owner
# 						}
# 					}
# 					scope:target = {
# 						is_playable_character = yes
# 						exists = liege
# 						liege = {
# 							is_at_war_with = scope:owner
# 						}
# 					}
# 				}
# 			}
# 			add = -30
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					faith = scope:owner.faith
# 					faith = {
# 						has_doctrine = doctrine_spiritual_head
# 					}
# 					faith = {
# 						exists = religious_head
# 						religious_head = {
# 			 				this = scope:target
# 			 			}
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {				
# 					has_opinion_modifier = {
# 						target = scope:owner
# 						modifier = attempted_murder_me_crime
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_perk = prepared_for_anything_perk
# 				}
# 			}
# 			add = -26
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_character_modifier = fp3_struggle_caliph_super_suspicious_modifier
# 				}
# 			}
# 			add = -18
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_trait = trusting
# 				}
# 			}
# 			add = 18
# 		}
# 	}
	
# }

# odds_learn_language_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner.piety_level > 0
# 				scope:owner.culture = {
# 					has_cultural_parameter = language_success_chance_per_piety_level
# 				}
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				exists = scope:owner.cp:councillor_court_chaplain
# 				scope:owner.cp:councillor_court_chaplain.learning > 10
# 			}
# 			add = 3
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.age < 30
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target.culture = {
# 					has_same_culture_heritage = scope:owner.culture
# 				}
# 			}
# 			add = 3
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_perk = pedagogy_perk
# 				}
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_trait = intellect_good_1
# 					has_trait = intellect_good_2
# 					has_trait = intellect_good_3
# 					has_trait = stubborn
# 					has_trait = ambitious
# 				}
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				scope:owner ?= {
# 					var:family_widow_forbidden_divorce ?= scope:target
# 				}
# 			}
# 			add = 20
# 		}
# 	}
	
# }

# odds_generate_claim_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				exists = scope:target.holder
# 				scope:owner = {
# 					faith = {
# 						exists = religious_head
# 						has_doctrine = doctrine_spiritual_head
# 						religious_head = {
# 					 		this = scope:target.holder
# 					 	}
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_trait = deceitful
# 				}
# 			}
# 			add = -18
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_trait = honest
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder ?= {
# 					has_trait = trusting
# 				}
# 			}
# 			add = 8
# 		}
# 	}
	
# }

# odds_foster_legitimacy_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_trait = overseer
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_character_modifier = poet_for_diplo_schemes_modifier }
# 			}
# 			add = 8
# 		}
# 	}
	
# }

# odds_fabricate_hook_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_trait = deceitful
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					OR = {
# 						has_trait = trusting
# 						has_trait = intellect_bad_1
# 						has_trait = intellect_bad_2
# 						has_trait = intellect_bad_3
# 						has_trait = arrogant
# 						has_trait = greedy
# 						has_trait = craven
# 					}
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					OR = {
# 						has_trait = fickle
# 						has_trait = paranoid
# 						has_trait = schemer
# 						has_trait = intellect_good_3
# 						has_trait = intellect_good_2
# 						has_trait = intellect_good_1
# 					}
# 				}
# 			}
# 			add = -22
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					faith = scope:owner.faith
# 					faith = {
# 						has_doctrine = doctrine_spiritual_head
# 					}
# 					faith = {
# 						exists = religious_head
# 						religious_head = {
# 				 			this = scope:target
# 				 		}
# 					}
# 				}
# 			}
# 			add = -50
# 		}
# 	}
	
# }

# odds_ep3_teach_governor_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = scope:owner.age
# 			add = {
# 				value = scope:target.age
# 				multiply = -1
# 			}
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					NOR = {
# 						has_trait = governor
# 						has_trait = lazy
# 						has_trait = diligent
# 					}
# 				}
# 			}
# 			add = -11
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value >= medium_positive_trait_compatibility
# 					}
# 				}
# 			}
# 			add = 9
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value <= medium_negative_trait_compatibility
# 					}
# 				}
# 			}
# 			add = -18
# 		}
# 	}
	
# }

# odds_subsume_province_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					any_sub_realm_county = {
# 						NOT = { target_is_de_facto_liege_or_above = scope:owner.primary_title }
# 					}

# 				}
# 			}
# 			add = -9
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = -16
# 		}
# 		add = {
# 			value = scope:owner.influence_level
# 			multiply = 2
# 		}
# 		add = {
# 			value = scope:target.holder.influence_level
# 			multiply = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.house = scope:owner.top_liege.house
# 			}
# 			add = -12
# 		}
# 	}
	
# }

# # same as odds_raid_estate_scheme_misc_value but target is a title
# odds_dispute_border_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = scope:owner.influence_level
# 			multiply = 2
# 		}
# 		add = {
# 			value = scope:target.influence_level
# 			multiply = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.house = scope:owner.top_liege.house
# 			}
# 			add = -12
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target.domicile ?= {
# 					OR = {
# 						has_domicile_building_or_higher = barracks_01
# 						has_domicile_building_or_higher = guardhouse_01
# 						has_domicile_building_or_higher = watchtower_01
# 						has_domicile_building_or_higher = estate_main_02
# 					}
# 				}
# 			}
# 			add = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.domicile ?= {
# 					OR = {
# 						has_domicile_building_or_higher = barracks_03
# 						has_domicile_building_or_higher = guardhouse_03
# 						has_domicile_building_or_higher = watchtower_03
# 						has_domicile_building_or_higher = estate_main_04
# 					}
# 				}
# 			}
# 			add = -12
# 		}
# 	}
# }

# odds_dispute_border_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = scope:owner.influence_level
# 			multiply = 2
# 		}
# 		add = {
# 			value = scope:target.holder.influence_level
# 			multiply = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.house = scope:owner.top_liege.house
# 			}
# 			add = -12
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.domicile ?= {
# 					OR = {
# 						has_domicile_building_or_higher = barracks_01
# 						has_domicile_building_or_higher = guardhouse_01
# 						has_domicile_building_or_higher = watchtower_01
# 						has_domicile_building_or_higher = estate_main_02
# 					}
# 				}
# 			}
# 			add = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.domicile ?= {
# 					OR = {
# 						has_domicile_building_or_higher = barracks_03
# 						has_domicile_building_or_higher = guardhouse_03
# 						has_domicile_building_or_higher = watchtower_03
# 						has_domicile_building_or_higher = estate_main_04
# 					}
# 				}
# 			}
# 			add = -12
# 		}
# 	}
# }

# # same as odds_dispute_border_scheme_misc_value but target is a character
# odds_raid_estate_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = scope:owner.influence_level
# 			multiply = 2
# 		}
# 		add = {
# 			value = scope:target.influence_level
# 			multiply = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.house = scope:owner.top_liege.house
# 			}
# 			add = -12
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.domicile = {
# 					OR = {
# 						has_domicile_building_or_higher = barracks_01
# 						has_domicile_building_or_higher = guardhouse_01
# 						has_domicile_building_or_higher = watchtower_01
# 						has_domicile_building_or_higher = estate_main_02
# 					}
# 				}
# 			}
# 			add = -4
# 		}
# 		if = {
# 			limit = {
# 				scope:target.holder.domicile = {
# 					OR = {
# 						has_domicile_building_or_higher = barracks_03
# 						has_domicile_building_or_higher = guardhouse_03
# 						has_domicile_building_or_higher = watchtower_03
# 						has_domicile_building_or_higher = estate_main_04
# 					}
# 				}
# 			}
# 			add = -12
# 		}
# 	}
# }

# odds_prepare_fire_dromons_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = scope:owner.influence_level
# 			multiply = 2
# 		}
# 	}	
# }

# odds_ingratiate_family_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value >= medium_positive_trait_compatibility
# 					}
# 				}
# 			}
# 			add = 6
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value <= medium_negative_trait_compatibility
# 					}
# 				}
# 			}
# 			add = -12
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value >= 1
# 					}
# 				}
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value <= -1
# 					}
# 				}
# 			}
# 			add = -14
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = { is_dominant_family = yes }
# 			}
# 			add = 6
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.dynasty = scope:target.dynasty
# 			}
# 			add = 8
# 		}
# 	}
# }

# odds_found_despotate_scheme_misc_value = {
# 	add = {
# 		value = -6
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner.house = {
# 					is_powerful_family = yes
# 					is_dominant_family = no
# 				}
# 			}
# 			add = 6
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = { is_dominant_family = yes }
# 			}
# 			add = 8
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.top_liege.capital_county.kingdom ?= scope:target
# 			}
# 			add = -12
# 		}
# 	}
# }

# odds_diarch_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = scope:target.strife_opinion
# 			multiply = 0.25
# 			min = 5
# 			max = 40
# 		}
# 	}
	
# }

# odds_depose_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:target = {
# 					faith = scope:owner.faith
# 					faith = {
# 						has_doctrine = doctrine_spiritual_head
# 					}
# 					faith = {
# 						exists = religious_head
# 						religious_head = {
# 				 			this = scope:target
# 				 		}
# 					}
# 				}
# 			}
# 			add = -28
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.house = { is_dominant_family = yes }
# 			}
# 			add = 8
# 		}
# 	}
	
# }

# odds_befriend_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					knows_language_of_culture = scope:target.culture
# 				}
# 			}
# 			add = 6
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					OR = {
# 						has_trait = education_diplomacy_1
# 						has_trait = education_diplomacy_2
# 						has_trait = education_diplomacy_3
# 						has_trait = education_diplomacy_4
# 						has_trait = education_diplomacy_5
# 					}
# 				}
# 			}
# 			add = 6
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					OR = {
# 						has_trait = diplomat
# 						has_trait = august
# 						has_trait = lifestyle_reveler
# 					}
# 				}
# 			}
# 			add = 12
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_trait = shy
# 					has_trait = callous
# 				}
# 			}
# 			add = -8
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_trait = shy
# 					has_trait = callous
# 					has_trait = paranoid
# 				}
# 			}
# 			add = -12
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value >= medium_positive_trait_compatibility
# 					}
# 				}
# 			}
# 			add = 14
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value <= medium_negative_trait_compatibility
# 					}
# 				}
# 			}
# 			add = -26
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value >= 1
# 					}
# 				}
# 			}
# 			add = 14
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value <= -1
# 					}
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_relation_rival = scope:target }
# 			}
# 			add = -24
# 		}
# 	}
# }

# odds_abduct_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value >= 1
# 					}
# 				}
# 			}
# 			add = 14
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value <= -1
# 					}
# 				}
# 			}
# 			add = -16
# 		}
# 		if = { # Foreign Rulers are very hard to kidnap
# 			limit = {
# 				scope:target = {
# 					OR = {
# 						is_ruler = yes
# 						is_foreign_court_or_pool_guest = no
# 					}
# 					NOT = {
# 						scope:target.top_liege = scope:owner.top_liege
# 					}
# 				}
# 			}
# 			add = -25
# 		}
# 		if = { # Rulers are harder to kidnap
# 			limit = {
# 				scope:target = {
# 					is_ruler = yes
# 					scope:target.top_liege = scope:owner.top_liege
# 				}
# 			}
# 			add = -10
# 		}
# 	}
# }

# odds_romance_scheme_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		# Thicker Than Water Perk
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_perk = thicker_than_water_perk
# 				}
# 				scope:target = {
# 					is_close_or_extended_family_of = scope:owner
# 				}
# 			}
# 			add = 5
# 		}
# 		if = { # Tradition
# 			limit = {
# 				scope:owner = {
# 					has_trait = poet
# 					culture = {
# 						has_cultural_parameter = poet_trait_romance_bonuses
# 					}
# 				}
# 			}
# 			add = 8
# 		}
# 		# You are a Courteous Knight
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_character_modifier = ep3_courteous_knight_modifier
# 				}
# 			}
# 			add = 5
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_perk = home_advantage_perk }
# 				scope:target = {
# 					OR = {
# 						is_courtier_of = scope:owner
# 						is_pool_guest_of = scope:owner
# 						is_foreign_court_guest_of = scope:owner
# 					}
# 				}
# 			}
# 			add = 10
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_perk = courtship_perk }
# 			}
# 			add = 5
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					is_spouse_of = scope:target
# 				}
# 				scope:owner.culture = {
# 					has_cultural_parameter = romance_scheme_bonus_vs_spouse
# 				}
# 			}
# 			add = 5
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { knows_language_of_culture = scope:target.culture }
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.dynasty ?= {
# 					has_dynasty_perk = kin_legacy_4
# 				}
# 				scope:target.dynasty ?= scope:owner.dynasty
# 			}
# 			add = 5
# 		}

# 		if = {
# 			limit = {
# 				exists = scope:owner.house
# 				exists = scope:target.house
# 				scope:owner.culture = {
# 					has_cultural_parameter = cultural_house_personal_scheme_success_chance
# 				}
# 				scope:target.house = scope:owner.house
# 			}
# 			add = 5
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_trait = gallant }
# 			}
# 			add = 16
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = beauty_good_1 }
# 					scope:owner = { has_trait = beauty_good_2 }
# 					scope:owner = { has_trait = beauty_good_3 }
# 				}
# 			}
# 			add = 12
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = physique_good_1 }
# 					scope:owner = { has_trait = physique_good_2 }
# 					scope:owner = { has_trait = physique_good_3 }
# 				}
# 			}
# 			add = 11
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = beauty_bad_1 }
# 					scope:owner = { has_trait = beauty_bad_2 }
# 					scope:owner = { has_trait = beauty_bad_3 }
# 				}
# 			}
# 			add = -21
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					scope:owner = { has_trait = great_pox }
# 					scope:owner = { has_trait = lovers_pox }
# 					scope:owner = { has_trait = early_great_pox }
# 				}
# 			}
# 			add = -17
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					NOR = {
# 						is_attracted_to_gender_of = scope:target
# 						has_perk = unshackled_lust_perk
# 					}
# 				}
# 			}
# 			add = -15
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					relation_with_character_is_incestuous_in_my_or_lieges_faith_trigger = { CHARACTER = scope:owner }
# 				}
# 				scope:owner = { # The Subtle Desire Perk nullifies 	this
# 					NOT = { has_perk = subtle_desire_perk }
# 				}
# 			}
# 			add = -22
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					NOT = { is_consort_of = scope:owner }
# 					is_close_or_extended_family_of = scope:owner
# 					NOR = {
# 						accepts_incest_with_trigger = { CHARACTER = scope:owner } #100% fine with incest with 	owner
# 						scope:owner = { has_perk = subtle_desire_perk }  # The Subtle Desire 	Perk nullifies this
# 						guaranteed_under_20_incest_rejection_trigger	 = { # handled by hard block modifier
# 							TARGET = scope:target
# 							SEDUCER = scope:owner
# 						}
# 					}
# 				}
# 			}
# 			add = -16
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value >= 1
# 					}
# 				}
# 			}
# 			add = 12
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					personal_scheme_success_compare_target_liege_tier_trigger = no
# 				}
# 				scope:owner = {
# 					tier_difference = {
# 						target = scope:target
# 						value <= -1
# 					}
# 				}
# 			}
# 			add = -40
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value >= medium_positive_trait_compatibility
# 					}
# 				}
# 			}
# 			add = 18
# 		}
# 		if = {
# 			limit = {
# 				scope:target = {
# 					trait_compatibility = {
# 						target = scope:owner
# 						value <= medium_negative_trait_compatibility
# 					}
# 				}
# 			}
# 			add = -36
# 		}
# 		if = {
# 			limit = {
# 				scope:owner ?= {
# 					var:family_widow_forbidden_divorce ?= scope:target
# 				}
# 			}
# 			add = 20
# 		}
# 	}
# }

# odds_convert_to_witchcraft_misc_value = {
# 	add = {
# 		value = 0
# 		desc = scheme_odds.misc_modifiers
# 		add = {
# 			value = {
# 				scope:target = { value = "opinion(scope:owner)" }
# 				multiply = 0.2
# 				floor = yes
# 			}
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					exists = house
# 					house = { has_house_modifier = witch_coven }
# 				}
# 			}
# 			add = 4
# 		}
# 		add = {
# 			value = scope:target.ai_zeal
# 			multiply = -1
# 			max = 50
# 			min = -50
# 		}

# 		#Attraction
# 		if = {
# 			limit = {
# 				scope:target = { is_attracted_to_gender_of = scope:owner }
# 			}
# 			add = 5
# 		}

# 		#Target traits
# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_trait = zealous
# 					NOR = {
# 						faith = {
# 							trait_is_virtue = witch
# 							has_doctrine_parameter = witchcraft_accepted
# 						}
# 					}
# 				}
# 			}
# 			add = -10
# 		}

# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_trait = devoted
# 					NOR = {
# 						faith = {
# 							trait_is_virtue = witch
# 							has_doctrine_parameter = witchcraft_accepted
# 						}
# 					}
# 				}
# 			}
# 			add = -6
# 		}

# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_trait = order_member
# 					NOR = {
# 						faith = {
# 							trait_is_virtue = witch
# 							has_doctrine_parameter = witchcraft_accepted
# 						}
# 					}
# 				}
# 			}
# 			add = -6
# 		}

# 		if = {
# 			limit = {
# 				scope:target = {
# 					OR = {
# 						has_trait = craven
# 						has_trait = paranoid
# 					}
# 				}
# 			}
# 			add = -8
# 		}

# 		if = {
# 			limit = {
# 				scope:target = {
# 					OR = {
# 						has_trait = lifestyle_reveler
# 						has_trait = seducer
# 						has_trait = lifestyle_mystic
# 						has_trait = lifestyle_herbalist
# 						has_trait = lustful
# 						has_trait = deceitful
# 						has_trait = ambitious
# 						has_trait = trusting
# 						has_trait = excommunicated
# 					}
# 				}
# 			}
# 			add = 8
# 		}

# 		if = {
# 			limit = {
# 				scope:target = { has_intrigue_lifestyle_trait_trigger = yes }
# 			}
# 			add = 4
# 		}

# 		if = {
# 			limit = {
# 				scope:target = {
# 					has_trait = cynical
# 					NOT = {
# 						faith = { trait_is_virtue = witch }
# 					}
# 				}
# 			}
# 			add = 2
# 		}

# 		# House Personal Scheme Success Chance on Cultural Parameter
# 		if = {
# 			limit = {
# 				exists = scope:owner.house
# 				exists = scope:target.house
# 				scope:owner.culture = {
# 					has_cultural_parameter = cultural_house_personal_scheme_success_chance
# 				}
# 				scope:target.house = scope:owner.house
# 			}
# 			add = 5
# 		}

# 		# Modifiers
# 		# house_head_request_interaction
# 		if = {
# 			limit = {
# 				scope:owner = {
# 					has_variable_list = supporting_personal_schemes
# 				}
# 			}
# 			add = 2
# 		}
# 		if = {
# 			limit = {
# 				scope:owner = { has_character_modifier = personal_schemes_distracted_modifier }
# 			}
# 			add = -2
# 		}
# 		# Estate
# 		if = {
# 			limit = {
# 				scope:owner.domicile ?= {
# 					has_domicile_parameter = increased_success_personal_schemes_1
# 				}
# 			}
# 			add = 2
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.domicile ?= {
# 					has_domicile_parameter = increased_success_personal_schemes_2
# 				}
# 			}
# 			add = 4
# 		}
# 		if = {
# 			limit = {
# 				scope:owner.domicile ?= {
# 					has_domicile_parameter = increased_success_personal_schemes_3
# 				}
# 			}
# 			add = 6
# 		}
# 	}	
# }